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AActor::SetReplicateMovement

function Engine Blueprint Since 4.0
#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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