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UAbilitySystemComponent::ForceReplication

function GameplayAbilities Since 4.15
#include "AbilitySystemComponent.h"
Access: public Specifiers: virtualoverride

Description

Forces the owning actor's replication to update immediately so that gameplay cues and ability state changes are sent to clients with minimal latency. Override to adjust how aggressively the flush occurs.

Caveats & Gotchas

  • Calling this too frequently (e.g. every frame) will degrade server performance by bypassing the normal net update frequency throttling — use it only for latency-sensitive moments like ability activation.
  • This triggers a flush on the owning actor, not just the component; if the actor has many replicated properties, the forced update can be expensive.

Signature

UE_API virtual void ForceReplication() override

Return Type

void

Example

Force immediate replication after applying a gameplay cue C++
// After applying a gameplay effect on the server:
AbilitySystemComponent->ApplyGameplayEffectToSelf(EffectSpec, Handle);
AbilitySystemComponent->ForceReplication(); // push cues down ASAP

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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