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ACharacter::GetReplicatedCustomConditionState

function Engine Since 5.1
#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);
}

Version History

Introduced in: 5.1

Version Status Notes
5.6 stable

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