UAttributeSet::PreNetReceive
#include "AttributeSet.h"
Access: public
Specifiers: virtualoverride
Description
Called on clients just before replicated properties on this AttributeSet are applied from the network. The base implementation is empty; override to snapshot pre-update state.
Caveats & Gotchas
- • Runs before the incoming values are written, so any attribute reads inside this override still see the old, pre-replication values.
- • Rarely needs overriding directly in gameplay code; GAMEPLAYATTRIBUTE_REPNOTIFY-based RepNotify functions are the normal place to react to replicated attribute changes.
Signature
virtual void PreNetReceive() override Return Type
void Example
Snapshot Health before replication applies C++
void UMyHealthSet::PreNetReceive()
{
Super::PreNetReceive();
PreReplicationHealth = GetHealth();
} See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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