AActor::SetPhysicsReplicationMode
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients. Only meaningful when the actor has bReplicates=true and a simulating physics component.
Caveats & Gotchas
- • Has no effect if the actor's root component does not simulate physics — the mode is stored but ignored during replication.
- • PredictiveInterpolation mode (UE 5.1+) requires the Physics Prediction plugin and can trigger resimulations on the client if the error threshold is exceeded.
- • Changing this at runtime on the server is safe, but clients may exhibit one-frame glitches while they adapt to the new mode.
Signature
ENGINE_API void SetPhysicsReplicationMode(const EPhysicsReplicationMode ReplicationMode) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ReplicationMode | const EPhysicsReplicationMode | The new physics replication mode to use for this actor's root component. | — |
Return Type
void Example
Use Default replication for a replicated physics prop C++
// In actor constructor or BeginPlay on server
if (HasAuthority())
{
SetPhysicsReplicationMode(EPhysicsReplicationMode::Default);
} Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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