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APawn::PostNetReceiveVelocity

function Engine Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: virtualoverride

Description

Called on simulated proxies after velocity is received from the server during network updates. Forwards the new velocity to the movement component so it can update its internal state.

Caveats & Gotchas

  • This is an engine-internal replication callback called only on simulated proxy clients, never on the server or the owning client — do not call it directly in game code.
  • If your custom movement component stores velocity separately from UMovementComponent::Velocity, you must override this function to update your component's velocity field, otherwise GetVelocity() will return stale data on proxies.

Signature

ENGINE_API virtual void PostNetReceiveVelocity(const FVector& NewVelocity) override;

Parameters

Name Type Description Default
NewVelocity const FVector& The replicated velocity received from the server.

Return Type

void

Example

Override to update a custom movement component's velocity C++
void AMyPawn::PostNetReceiveVelocity(const FVector& NewVelocity)
{
    if (UMyMovementComponent* MoveComp = GetMyMovementComponent())
    {
        MoveComp->Velocity = NewVelocity;
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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