ACharacter::RootMotionRepMoves
#include "GameFramework/Character.h"
Access: public
Specifiers: UPROPERTYTransient
Description
Buffer of previously received replicated root motion moves from the server. Used on simulated proxies and autonomous clients to replay and correct root motion state during network reconciliation.
Caveats & Gotchas
- • This array is managed by the CharacterMovementComponent — do not manually add or remove elements. Doing so will corrupt root motion reconciliation and cause visible snapping.
- • The buffer is Transient and grows with the number of outstanding unacknowledged server moves. Under high latency or packet loss the buffer can grow large, increasing memory usage and reconciliation cost.
Signature
TArray<FSimulatedRootMotionReplicatedMove> RootMotionRepMoves; Example
Inspecting the root motion replay buffer size for debugging C++
UE_LOG(LogTemp, Log, TEXT("RootMotionRepMoves buffer size: %d"), Character->RootMotionRepMoves.Num()); See Also
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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