ACharacter::GetReplicatedCustomConditionState
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverrideconst
Description
Populates the per-property custom replication condition flags for this character. Used by the replication system to evaluate COND_Custom properties without calling per-property lambdas each tick.
Caveats & Gotchas
- • This is an engine-internal hook for the replication system — do not call it directly in game code. Override only if you have properties registered with COND_Custom.
- • Always call Super::GetReplicatedCustomConditionState(OutActiveState) to preserve the base class conditions; omitting this can silently break character movement replication.
Signature
virtual void GetReplicatedCustomConditionState(FCustomPropertyConditionState& OutActiveState) const override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutActiveState | FCustomPropertyConditionState& | Output state struct that receives the active/inactive flags for each custom-condition property. | — |
Return Type
void Example
Override to set custom condition for a property C++
void AMyCharacter::GetReplicatedCustomConditionState(FCustomPropertyConditionState& OutActiveState) const
{
Super::GetReplicatedCustomConditionState(OutActiveState);
// Enable replication of MySpecialProp only when bIsSpecialActive is true
DOREPCUSTOMCONDITION_ACTIVE(AMyCharacter, MySpecialProp, bIsSpecialActive);
} Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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