ACharacter::PostNetReceiveLocationAndRotation
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverride
Description
Called on simulated proxies after a replicated location and rotation update is received from the server. ACharacter overrides this to update based movement state and kick off network smoothing interpolation rather than snapping the capsule directly.
Caveats & Gotchas
- • This is called on simulated proxies only — autonomous proxies and the server never execute this path.
- • Overriding without calling Super will bypass ACharacter's based-movement update and smoothing logic, causing the mesh to snap instead of interpolate and potentially breaking movement-base tracking.
- • The actual capsule may not move here; CharacterMovementComponent's smoothing system defers the visual mesh update to subsequent ticks over SmoothNetUpdateTime seconds.
Signature
ENGINE_API virtual void PostNetReceiveLocationAndRotation() override Return Type
void Example
Override to react to replicated position updates C++
void AMyCharacter::PostNetReceiveLocationAndRotation()
{
Super::PostNetReceiveLocationAndRotation();
// Custom logic after receiving a network position update
OnReceivedServerTransform();
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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