AActor::SetReplicateMovement
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Controls whether this actor's movement (location, rotation, velocity) is replicated from server to clients. The actor must also have replication enabled via `SetReplicates`.
Caveats & Gotchas
- • Setting `bReplicateMovement` without also having `bReplicates = true` has no effect — movement replication piggybacks on the general replication channel.
- • Movement replication uses the `ReplicatedMovement` struct (FRepMovement), which sends smoothed/compressed data. It is not a perfect mirror of server transforms — clients apply correction smoothing. If pixel-perfect authority sync is required, use a custom RPC.
- • Disabling movement replication does not stop a Character's CharacterMovementComponent from simulating locally on clients — only the server-authoritative sync is turned off.
Signature
UFUNCTION(BlueprintCallable, Category=Networking)
ENGINE_API virtual void SetReplicateMovement(bool bInReplicateMovement); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bInReplicateMovement | bool | Whether this actor's location, rotation, and velocity should be replicated to clients. | — |
Return Type
void Example
Enable movement replication for a projectile C++
AMyProjectile::AMyProjectile()
{
bReplicates = true;
SetReplicateMovement(true);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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