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ACharacter::PreReplicationForReplay

function Engine Since 4.16
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverrideENGINE_API

Description

Called for all actors when recording a Client Replay, including simulated proxies. Allows ACharacter to package replay-specific replication data that differs from normal server replication.

Caveats & Gotchas

  • Unlike PreReplication, this is called on all net roles when recording a replay (not just the server/autonomous proxy). Logic here runs for simulated proxies too — do not assume net authority.
  • Replay recording can cause this to fire at a high rate depending on the replay sample rate. Expensive operations in this function will have a measurable CPU cost during replay recording sessions.

Signature

ENGINE_API virtual void PreReplicationForReplay(IRepChangedPropertyTracker& ChangedPropertyTracker) override;

Parameters

Name Type Description Default
ChangedPropertyTracker IRepChangedPropertyTracker& Tracks which properties should be recorded into the replay stream for this actor.

Return Type

void

Example

Override to include custom data in replay captures C++
void AMyCharacter::PreReplicationForReplay(IRepChangedPropertyTracker& ChangedPropertyTracker)
{
	Super::PreReplicationForReplay(ChangedPropertyTracker);
	// Capture current cosmetic state for replay playback
	ReplayCosmeticState = CurrentCosmeticState;
}

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

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