ACharacter::GetReplayLastTransformUpdateTimeStamp
#include "GameFramework/Character.h"
Access: public
Specifiers: inlineconst
Description
Returns the timestamp of the most recent transform update that was replicated to the replay recording connection. Updated every frame to ensure smooth replay playback.
Caveats & Gotchas
- • This value differs from GetReplicatedServerLastTransformUpdateTimeStamp — the replay version is updated every frame regardless of bandwidth, while the server version throttles updates to save network traffic.
- • Meaningful only when a replay is being recorded; outside of replay recording the value may be zero or stale.
- • The corresponding property ReplayLastTransformUpdateTimeStamp has its own rep-notify (OnRep_ReplayLastTransformUpdateTimeStamp); do not confuse it with the server-to-clients version.
Signature
inline float GetReplayLastTransformUpdateTimeStamp() const { return ReplayLastTransformUpdateTimeStamp; } Return Type
float Example
Log the replay timestamp during recording C++
float ReplayTS = GetReplayLastTransformUpdateTimeStamp();
UE_LOG(LogTemp, VeryVerbose, TEXT("Replay transform timestamp: %f"), ReplayTS); Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?