AActor::SetCallPreReplicationForReplay
#include "GameFramework/Actor.h"
Access: public
Description
Controls whether `PreReplicationForReplay()` is called before each replay replication pass. Use to opt out of per-frame replay replication overhead for actors whose state does not change.
Caveats & Gotchas
- • This only affects replay recording, not live gameplay replication. `SetCallPreReplication` and `SetCallPreReplicationForReplay` are independent flags.
- • Disabling this while using demo recording may cause divergence between what the replay records and actual gameplay state if the actor does mutate replicated properties during play.
Signature
ENGINE_API void SetCallPreReplicationForReplay(bool bCall); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bCall | bool | Whether PreReplicationForReplay should be called on this actor before each potential replay replication. | — |
Return Type
void Example
Disable replay PreReplication for a decoration actor C++
void ADecorationActor::BeginPlay()
{
Super::BeginPlay();
SetCallPreReplication(false);
SetCallPreReplicationForReplay(false);
} See Also
Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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