ACharacter::OnRep_ReplayLastTransformUpdateTimeStamp
#include "GameFramework/Character.h"
Access: public
Specifiers: UFUNCTION
Description
RepNotify called on replay connections when ReplayLastTransformUpdateTimeStamp is received. Used internally to drive smooth character movement playback during replay scrubbing.
Caveats & Gotchas
- • This function is specifically for the replay system and should not be called or relied upon for live gameplay logic — it fires only on replay spectator connections.
- • The timestamp it tracks (ReplayLastTransformUpdateTimeStamp) is updated every frame on the server but replicated only to replay connections, not to regular clients, to avoid bandwidth waste.
Signature
ENGINE_API void OnRep_ReplayLastTransformUpdateTimeStamp() Return Type
void Example
Informational — not typically overridden C++
// This RepNotify is called automatically by the replay system.
// You would only override it if extending replay playback behavior:
void AMyCharacter::OnRep_ReplayLastTransformUpdateTimeStamp()
{
Super::OnRep_ReplayLastTransformUpdateTimeStamp();
// Custom replay scrubbing logic here
} Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?