RealDocs

ACharacter::GetReplicatedServerLastTransformUpdateTimeStamp

function Engine Since 4.14
#include "GameFramework/Character.h"
Access: public Specifiers: inlineconst

Description

Returns the server's last transform update timestamp as replicated to simulated proxies. Used by the network smoothing system to determine how stale a simulated proxy's position is.

Caveats & Gotchas

  • This value is not updated on every frame — CharacterMovementComponent only replicates it periodically to reduce bandwidth. Do not use it as a precise clock.
  • On the server and autonomous proxy, this always reflects the server's actual last update time. On simulated proxies, it may be several frames behind depending on network conditions and update frequency.

Signature

inline float GetReplicatedServerLastTransformUpdateTimeStamp() const { return ReplicatedServerLastTransformUpdateTimeStamp; }

Return Type

float

Example

Check if a simulated proxy's movement is stale C++
float LastUpdate = OtherCharacter->GetReplicatedServerLastTransformUpdateTimeStamp();
float Elapsed = GetWorld()->GetTimeSeconds() - LastUpdate;
if (Elapsed > 1.0f)
{
    // Character hasn't moved or updated in over a second — possibly disconnected
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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