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UAttributeSet::PreNetReceive

function GameplayAbilities Since unknown
#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();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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