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UAbilitySystemComponent::PreNetReceive

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

Description

Engine replication callback invoked on clients immediately before replicated properties are applied to this component. The GAS override uses this to snapshot state before incoming changes so it can diff what changed.

Caveats & Gotchas

  • This is an engine-internal replication hook — do not override it in game code without calling Super::PreNetReceive(). Skipping the super call breaks the GAS snapshot logic that powers OnRep_ActivateAbilities and related callbacks.
  • Called only on clients (and listen-server clients) — not on the authoritative server. Logic inside should be guarded appropriately if you must touch it.
  • There is a matching PostNetReceive; the two work as a pair to bracket the replication update.

Signature

UE_API virtual void PreNetReceive() override;

Return Type

void

Example

Safe override pattern C++
void UMyAbilitySystemComponent::PreNetReceive()
{
    // Must call super — GAS uses this to snapshot pre-replication state
    Super::PreNetReceive();
    // Any pre-receive logic here
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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