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ACharacter::RootMotionRepMoves

property Engine Since 4.14
#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());

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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