AActor::SetNetUpdateFrequency
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTION
Description
Sets how many times per second this actor is considered for replication. Higher values mean more frequent network updates at the cost of bandwidth.
Caveats & Gotchas
- • This is the maximum consideration rate — the actual replication rate may be lower if the net driver is bandwidth-saturated or the actor is determined to have no dirty properties.
- • Must be greater than or equal to MinNetUpdateFrequency; if you set a value lower than the min, the engine clamps or ignores the constraint depending on context.
- • The default for AActor is 100 Hz; most gameplay actors should be tuned to 10–30 Hz to keep bandwidth reasonable. Setting this above the server's tick rate has no practical effect.
Signature
UFUNCTION(BlueprintSetter)
ENGINE_API void SetNetUpdateFrequency(float Frequency) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Frequency | float | Desired replication consideration rate in updates per second. | — |
Return Type
void Example
Set a projectile to replicate at a high frequency C++
AMyProjectile::AMyProjectile()
{
bReplicates = true;
SetReplicatingMovement(true);
SetNetUpdateFrequency(66.f);
SetMinNetUpdateFrequency(10.f);
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.5 | stable | NetUpdateFrequency direct property access deprecated; use this setter instead. |
Feedback
Was this helpful?