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UAttributeSet::PostNetReceive

function GameplayAbilities Since unknown
#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"));
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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