ACharacter::SetRepRootMotion
#include "GameFramework/Character.h"
Access: public
Description
Assigns the replicated root-motion montage struct and marks the property dirty so the change is sent to clients on the next replication pass.
Caveats & Gotchas
- • Should only be called on the server or during replay recording — calling on a client will update the local struct but the change will not propagate to the server.
- • Triggering this every tick when the struct has not changed wastes bandwidth; PreReplication handles the dirty-marking automatically, so direct calls are usually unnecessary in game code.
Signature
ENGINE_API void SetRepRootMotion(const FRepRootMotionMontage& InRepRootMotion) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InRepRootMotion | const FRepRootMotionMontage& | The new root motion replication struct to assign. | — |
Return Type
void Example
Forcibly clear replicated root motion state C++
FRepRootMotionMontage Empty;
Empty.Clear();
SetRepRootMotion(Empty); Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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