UAttributeSet::PostNetReceive
#include "AttributeSet.h"
Access: public
Specifiers: virtualoverride
Description
Called on clients just after replicated properties on this AttributeSet have been applied from the network. The base implementation is empty; override to react to a batch of incoming attribute updates.
Caveats & Gotchas
- • Fires once per replication update for the whole object, after all its replicated properties have been written, not once per individual attribute.
- • Like PreNetReceive, most gameplay code should react to specific attribute changes via RepNotify functions rather than overriding this.
Signature
virtual void PostNetReceive() override Return Type
void Example
React after a replication batch is applied C++
void UMyHealthSet::PostNetReceive()
{
Super::PostNetReceive();
UE_LOG(LogTemp, Verbose, TEXT("AttributeSet replication batch applied"));
} See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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