ACharacter::OnRep_ReplicatedMovement
#include "GameFramework/Character.h"
Access: public
Specifiers: virtual
Description
Override of AActor::OnRep_ReplicatedMovement that additionally handles character-specific movement updates such as movement mode and based movement when the replicated transform is received.
Caveats & Gotchas
- • ACharacter overrides this to handle the FRepMovement update alongside based movement; calling Super is important to preserve this additional logic when further overriding.
- • This fires on simulated proxies when the actor's FRepMovement struct is replicated, which may not happen every tick — position updates can be batched or skipped if the character has not moved.
- • On dedicated servers and autonomous proxies this does not fire; network-corrected position is handled through a separate path in CharacterMovementComponent.
Signature
ENGINE_API virtual void OnRep_ReplicatedMovement() override Return Type
void Example
Override to detect teleports via large position delta C++
void AMyCharacter::OnRep_ReplicatedMovement()
{
FVector OldLoc = GetActorLocation();
Super::OnRep_ReplicatedMovement();
float DeltaDist = FVector::Dist(OldLoc, GetActorLocation());
if (DeltaDist > 1000.f)
{
// Large delta — likely a server-forced teleport
OnTeleportDetected();
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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