AActor::SetReplicatedMovement
#include "GameFramework/Actor.h"
Access: public
Description
Replaces the actor's ReplicatedMovement struct wholesale. Used by the engine's movement replication path to inject an incoming network snapshot.
Caveats & Gotchas
- • Calling this manually on the server does not automatically trigger a net update — the struct will only reach clients when the actor is next considered for replication according to NetUpdateFrequency.
- • Does not fire OnRep_ReplicatedMovement on the machine that called this function, only on receiving clients — do not assume any corrections happen locally.
- • Overwrites the entire struct including flags like bRepPhysics and bSimulatedPhysicSleep; ensure the incoming struct has all fields correctly populated before calling.
Signature
ENGINE_API void SetReplicatedMovement(const FRepMovement& InReplicatedMovement) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InReplicatedMovement | const FRepMovement& | The FRepMovement struct to assign, containing location, rotation, and velocity. | — |
Return Type
void Example
Manually inject a corrected movement snapshot from a custom net driver C++
void AMyActor::ApplyServerCorrection(const FRepMovement& CorrectedState)
{
// Only valid to call on authority or during replication callbacks
if (HasAuthority())
{
SetReplicatedMovement(CorrectedState);
ForceNetUpdate();
}
} See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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