RealDocs

ACharacter::OnRep_ReplicatedBasedMovement

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: UFUNCTIONvirtual

Description

RepNotify called on simulated proxies when ReplicatedBasedMovement is received from the server. Handles attaching the character to its new movement base and triggering the appropriate movement updates.

Caveats & Gotchas

  • Only called on simulated proxies — the server and autonomous proxy receive base changes through other code paths. Avoid adding gameplay logic here that assumes server authority.
  • The character may briefly appear at an incorrect location between the rep-notify firing and the next movement tick while interpolation catches up. Smooth this with network smoothing settings on CharacterMovementComponent.
  • Calling SetBase directly on a simulated proxy will not replicate back to the server; base attachment is always server-authoritative.

Signature

ENGINE_API virtual void OnRep_ReplicatedBasedMovement()

Return Type

void

Example

Override to react to base changes on simulated proxies C++
void AMyCharacter::OnRep_ReplicatedBasedMovement()
{
    Super::OnRep_ReplicatedBasedMovement();
    // React to the new base, e.g. play a land effect
    if (GetReplicatedBasedMovement().MovementBase != nullptr)
    {
        PlayLandEffect();
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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