AActor::SetMinNetUpdateFrequency
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTION
Description
Sets the rate the engine throttles down to when this actor's replicated properties have not changed recently. Acts as a floor to prevent the actor from being skipped entirely during quiet periods.
Caveats & Gotchas
- • Setting this equal to NetUpdateFrequency disables throttling entirely, which may waste bandwidth on actors that are frequently idle.
- • A value of 0 effectively allows the engine to skip the actor indefinitely when nothing changes — use with caution on actors that need periodic keep-alive updates.
- • Direct access to the underlying MinNetUpdateFrequency property was deprecated in UE 5.5; always use this setter for forward compatibility.
Signature
UFUNCTION(BlueprintSetter)
ENGINE_API void SetMinNetUpdateFrequency(float MinFrequency) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MinFrequency | float | Minimum replication consideration rate in updates per second when properties are not changing. | — |
Return Type
void Example
Configure an NPC with high update rate during combat and low rate when idle C++
AMyNPC::AMyNPC()
{
bReplicates = true;
SetNetUpdateFrequency(30.f); // up to 30 Hz when actively changing
SetMinNetUpdateFrequency(2.f); // at least 2 Hz even when idle
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.5 | stable | Introduced as replacement for direct property access. |
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