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AActor::SetNetUpdateFrequency

function Engine Blueprint Since unknown
#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);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable
5.5 stable NetUpdateFrequency direct property access deprecated; use this setter instead.

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