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ACharacter::SetReplicateMovement

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

Description

Enables or disables movement replication for this character. Overrides AActor::SetReplicateMovement to also update the CharacterMovementComponent's replication state.

Caveats & Gotchas

  • Disabling movement replication stops position/rotation updates from being sent to simulated proxies, but the character remains in the world — proxies will freeze at their last received transform until replication is re-enabled.
  • This override also updates bReplicateMovement on the CharacterMovementComponent itself; calling the AActor base version directly bypasses this and can leave the movement component out of sync.
  • Must be called on the server or on a locally controlled pawn; calling it on a simulated proxy has no network effect.

Signature

ENGINE_API virtual void SetReplicateMovement(bool bInReplicateMovement) override

Parameters

Name Type Description Default
bInReplicateMovement bool True to replicate movement to clients, false to stop replication.

Return Type

void

Example

Disable movement replication for a ragdoll C++
// Called server-side when switching to physics ragdoll
void AMyCharacter::EnableRagdoll()
{
    GetMesh()->SetSimulatePhysics(true);
    // Stop sending transform updates — ragdoll is physics-driven on all clients
    SetReplicateMovement(false);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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