RealDocs

ACharacter::PreReplication

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

Description

Called on the server (and for autonomous proxies during Client Replay recording) immediately before replication to give the actor a chance to update replicated properties or mark which ones have changed.

Caveats & Gotchas

  • Only runs on the server under normal gameplay and on the autonomous proxy only when recording a client replay. Do not put server-only logic here and expect it to run on the client.
  • ACharacter's override packages root motion data into RepRootMotion for replication. If you override PreReplication without calling Super, root motion replication will silently break for all simulated proxies.

Signature

ENGINE_API virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;

Parameters

Name Type Description Default
ChangedPropertyTracker IRepChangedPropertyTracker& Tracks which properties have changed this frame and should be included in the next replication update.

Return Type

void

Example

Override to conditionally prepare a custom replicated property C++
void AMyCharacter::PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker)
{
	Super::PreReplication(ChangedPropertyTracker);
	// Update the replicated snapshot of our custom ability state before it goes out
	ReplicatedAbilityState = AbilitySystemComponent->GetCurrentAbilityState();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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