| public | function | AActor::AddActorComponentReplicatedSubObject | Registers a UObject as a replicated sub-object owned by a specific actor component, so its UPROPERTY fields replicate along with that component's replication lifecycle. |
| public | function | AActor::AddReplicatedSubObject | Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated. |
| public | function | AActor::AllowActorComponentToReplicate | Override to control whether a component that wants to replicate is actually allowed to, and to which connections. |
| public | function | AActor::CallPreReplication | Called by the networking system to invoke PreReplication on this actor and all of its replicated components. |
| public | function | AActor::CallRemoteFunction | Sends an RPC function call across the network via the actor's NetDriver. |
| public | function | AActor::CanTriggerResimulation | Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled. |
| public | function | AActor::CopyRemoteRoleFrom | Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor. |
| public | function | AActor::DestroyNetworkActorHandled | Called by DestroyActor() to give actors a chance to opt out of immediate destruction, allowing the network layer to perform cleanup first. |
| public | function | AActor::DestroyReplicatedSubObjectOnRemotePeers | Stops replicating a sub-object and instructs actor channels to delete its replica on all connected clients the next time the actor replicates. |
| public | function | AActor::ExchangeNetRoles | Swaps the Role and RemoteRole of this actor when called on a client to establish correct local authority perspective. |
| public | function | AActor::FillReplicationParams | Called by the Iris replication system immediately before an actor begins replicating to allow custom replication parameters to be injected. |
| public | function | AActor::FlushNetDormancy | Forces a dormant actor to send a replication update to clients without permanently waking it. |
| public | function | AActor::ForceNetRelevant | Forces this actor to be considered net-relevant even if it would otherwise be culled by distance or dormancy rules. |
| public | function | AActor::ForceNetUpdate | Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule. |
| public | function | AActor::ForcePropertyCompare | Forces all replicated properties on this actor to do a full comparison against their shadow state for one frame, rather than relying on the shared dirty-tracking state. |
| public | function | AActor::GatherCurrentMovement | Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients. |
| public | function | AActor::GetAttachmentReplication | Returns a const reference to the `FRepAttachment` struct that the engine fills in when this actor's root component is attached to another actor, used to replicate attachment state to clients. |
| public | function | AActor::GetFunctionCallspace | Returns a bitmask indicating where a given UFUNCTION should execute — locally, on the server, on clients, or some combination. |
| public | function | AActor::GetIsReplicated | Returns whether replication is currently enabled for this actor. |
| public | function | AActor::GetLifetimeReplicatedProps | Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system. |
| public | function | AActor::GetLocalRole | Returns the net role of this actor on the current machine — `ROLE_Authority` on the server, `ROLE_SimulatedProxy` or `ROLE_AutonomousProxy` on clients. |
| public | function | AActor::GetMinNetUpdateFrequency | Returns the minimum rate (updates per second) this actor will be considered for replication, even when its replicated properties are not changing. |
| public | function | AActor::GetNetConnection | Returns the owning net connection for this actor, used to determine which client connection owns and controls it. |
| public | function | AActor::GetNetCullDistanceSquared | Returns the squared net cull distance for this actor. |
| public | function | AActor::GetNetDormancy | Determines whether this actor should be dormant for a specific net connection. |
| public | function | AActor::GetNetDriver | Returns the UNetDriver this actor is bound to, or nullptr if the actor has no net driver association. |
| public | function | AActor::GetNetDriverName | Returns the name of the net driver associated with this actor. |
| public | function | AActor::GetNetMode | Returns the current network mode (dedicated server, listen server, client, or standalone). |
| public | function | AActor::GetNetOwner | Returns the actor responsible for network replication decisions. |
| public | function | AActor::GetNetOwningPlayer | Returns the owning UPlayer for this actor, but only when the actor's role is ROLE_Authority. |
| public | function | AActor::GetNetOwningPlayerAnyRole | Returns the owning UPlayer for this actor regardless of its current net role. |
| public | function | AActor::GetNetPriority | Returns the replication priority for this actor on a given connection. |
| public | function | AActor::GetNetUpdateFrequency | Returns the current rate (updates per second) at which this actor is considered for replication. |
| public | function | AActor::GetOwner | Returns the actor that owns this actor, or nullptr if there is no owner. |
| public | function | AActor::GetPhysicsReplicationMode | Returns the current physics replication mode set on this actor. |
| public | function | AActor::GetRemoteRole | Returns the net role this actor has on the remote machine. |
| public | function | AActor::GetReplayPriority | Returns the priority for replicating this actor into a replay recording. |
| public | function | AActor::GetReplicatedComponents | Returns a const reference to the cached array of components that have replication enabled on this actor. |
| public | function | AActor::GetReplicatedCustomConditionState | Called once when this actor begins replicating to initialize the active state of properties registered with `COND_Custom`. |
| public | function | AActor::GetReplicatedMovement | Returns a const reference to the actor's replicated movement struct, which holds the location, rotation, linear velocity, and angular velocity as received from the server. |
| public | function | AActor::GetReplicatedMovement_Mutable | Returns a mutable reference to the actor's replicated movement struct, intended for cases where the struct must be modified in place — primarily by the engine's replication machinery. |
| public | function | AActor::GetReplicateMovementPropertyName | Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member. |
| public | function | AActor::GetResimulationThreshold | Returns the positional error threshold in centimeters beyond which this actor should force a physics resimulation when the Network Physics Prediction system is active. |
| public | function | AActor::GetRolePropertyName | Returns the FName of the `Role` UPROPERTY (the actor's local net role), allowing reflection-based systems to reference the property without hard-coded strings. |
| public | function | AActor::GetTearOff | Returns whether this actor has been torn off — that is, no longer receiving replication updates from the server and now running as a local authority copy on the client. |
| public | function | AActor::HasAuthority | Returns true if this actor has network authority — i. |
| public | function | AActor::HasLocalNetOwner | Returns true if this actor's owner chain leads to a locally controlled player controller on the current machine. |
| public | function | AActor::HasNetOwner | Returns true if this actor has an owner chain that leads to an actor capable of net ownership, typically an APlayerController. |
| public | function | AActor::IsActorComponentReplicatedSubObjectRegistered | Returns true if the given object is currently registered as a replicated sub-object of the specified actor component. |
| public | function | AActor::IsNameStableForNetworking | Returns true if this actor's path name is stable enough to be used as a net reference across server and client. |
| public | function | AActor::IsNetMode | Returns true if the current network mode matches Mode. |
| public | function | AActor::IsNetRelevantFor | Determines whether this actor is network-relevant for a given client connection. |
| public | function | AActor::IsNetStartupActor | Returns true if this is a replicated actor that was placed in the level map at design time (a 'net startup actor'), as opposed to one dynamically spawned at runtime. |
| public | function | AActor::IsRelevancyOwnerFor | Determines whether this actor should be considered the relevancy owner for a given replicated actor on a given connection. |
| public | function | AActor::IsReplayRelevantFor | Determines whether this actor should be recorded into a replay for a given viewer. |
| public | function | AActor::IsReplicatedActorComponentRegistered | Returns true if the given component is currently registered in the actor's replicated component list and is being replicated. |
| public | function | AActor::IsReplicatedSubObjectRegistered | Returns true if the given object is currently registered as a replicated sub-object directly on this actor (not via a component). |
| public | function | AActor::IsReplicatingMovement | Returns the current value of `bReplicateMovement`, indicating whether the engine's built-in movement replication is enabled for this actor. |
| public | function | AActor::IsSupportedForNetworking | Returns true if this actor can be referenced across a network connection. |
| public | function | AActor::IsUsingRegisteredSubObjectList | Returns true if this actor replicates its subobjects and ActorComponents via the registered subobject list rather than via the virtual ReplicateSubobjects() method. |
| public | function | AActor::OnActorChannelOpen | Called on the client when the actor's net channel is first opened. |
| public | function | AActor::OnNetCleanup | Called when the net connection associated with this actor is being closed or destroyed. |
| public | function | AActor::OnRep_AttachmentReplication | RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client. |
| public | function | AActor::OnRep_Instigator | Called on clients when the Instigator property is replicated. |
| public | function | AActor::OnRep_ReplicatedMovement | Called on clients when the ReplicatedMovement struct is replicated. |
| public | function | AActor::OnRep_ReplicateMovement | RepNotify callback invoked on clients whenever the `bReplicateMovement` property changes, used to start or stop physics/movement replication. |
| public | function | AActor::OnSerializeNewActor | Called on the server immediately before a new actor is serialized and sent to a connecting client. |
| public | function | AActor::OnSubobjectCreatedFromReplication | Called on the client actor when the replication system dynamically creates a new subobject that was spawned on the server. |
| public | function | AActor::OnSubobjectDestroyFromReplication | Called on the client actor just before the replication system destroys a subobject that no longer exists on the server. |
| public | function | AActor::PostNetInit | Called on the client immediately after an actor is spawned via replication and all initial replicated properties have been received. |
| public | function | AActor::PostNetReceive | Called immediately after replicated properties have been applied to this actor on the client. |
| public | function | AActor::PostNetReceiveLocationAndRotation | Called after the actor receives replicated location and rotation from the network via ReplicatedMovement. |
| public | function | AActor::PostNetReceivePhysicState | Called on simulated proxies when physics state (location, rotation, velocity, and angular velocity) is received from ReplicatedMovement. |
| public | function | AActor::PostNetReceiveRole | Called immediately after the actor's Role is received from the server. |
| public | function | AActor::PostNetReceiveVelocity | Called on simulated proxies when a new velocity is received from the ReplicatedMovement struct. |
| public | function | AActor::PreNetReceive | Called immediately before replicated properties are applied to this actor on the client. |
| public | function | AActor::PreReplication | Called on the server (and autonomous proxy during client replays) immediately before replication occurs. |
| public | function | AActor::PreReplicationForReplay | Called before replication when recording a client replay, including for simulated proxies. |
| public | function | AActor::RegisterAsFocalPointInPhysicsReplicationLOD | Registers this actor's root component physics object as a focal point in the Physics Replication LOD system, causing the engine to allocate higher-fidelity physics replication budget around this actor. |
| public | function | AActor::RegisterReplicationFragments | Called by the Iris replication system to let the actor register its replication fragments. |
| public | function | AActor::RemoveActorComponentReplicatedSubObject | Unregisters a UObject that was previously registered as a replicated sub-object of a specific component, stopping its replication. |
| public | function | AActor::RemoveReplicatedSubObject | Unregisters a UObject from this actor's replicated sub-object list, stopping future property replication. |
| public | function | AActor::ReplicateSubobjects | Override to manually replicate subobjects (UObjects owned by this actor) on the actor channel. |
| public | function | AActor::RewindForReplay | Called on the actor before replay checkpoint data is applied, giving it a chance to reset any transient state that checkpoint data does not cover. |
| public | function | AActor::SetActorIsPendingPostNetInit | Sets the internal flag that tracks whether this actor is still pending its `PostNetInit` phase after initial network replication. |
| public | function | AActor::SetAutonomousProxy | Changes the actor's local network role to AutonomousProxy (client-driven) or SimulatedProxy (server-driven). |
| public | function | AActor::SetCallPreReplication | Controls whether `PreReplication()` is invoked on this actor before each replication attempt. |
| public | function | AActor::SetCallPreReplicationForReplay | Controls whether `PreReplicationForReplay()` is called before each replay replication pass. |
| public | function | AActor::SetFakeNetPhysicsState | Forces the physics body of this actor into a fake network-replicated sleep or wake state, used exclusively with EPhysicsReplicationMode::PredictiveInterpolation. |
| public | function | AActor::SetMinNetUpdateFrequency | Sets the rate the engine throttles down to when this actor's replicated properties have not changed recently. |
| public | function | AActor::SetNetAddressable | Marks this actor as net-addressable by its full path name so that clients can reference it by name even though it was spawned dynamically after map load. |
| public | function | AActor::SetNetCullDistanceSquared | Sets the squared net cull distance for this actor. |
| public | function | AActor::SetNetDormancy | Sets the network dormancy state of this actor. |
| public | function | AActor::SetNetDriverName | Associates this actor with a specific net driver by name, moving it out of its current driver's network actor list and into the new driver's list. |
| public | function | AActor::SetNetUpdateFrequency | Sets how many times per second this actor is considered for replication. |
| public | function | AActor::SetOwner | Sets the owner of this actor, which primarily affects network relevancy and RPC routing. |
| public | function | AActor::SetPhysicsReplicationMode | Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients. |
| public | function | AActor::SetReplicatedComponentNetCondition | Changes the network lifetime condition of an already-registered replicated component at runtime, after BeginPlay. |
| public | function | AActor::SetReplicatedMovement | Replaces the actor's ReplicatedMovement struct wholesale. |
| public | function | AActor::SetReplicateMovement | Controls whether this actor's movement (location, rotation, velocity) is replicated from server to clients. |
| public | function | AActor::SetReplicates | Enables or disables replication for this actor at runtime. |
| public | function | AActor::SetReplicatingMovement | Sets whether this actor's movement (location, rotation, velocity) is replicated to clients. |
| public | function | AActor::SetRole | Directly sets the actor's net role without triggering any side effects. |
| public | function | AActor::SwapRoles | Swaps the values of Role and RemoteRole on this actor. |
| public | function | AActor::TearOff | Server-side call that stops replication for this actor and promotes all existing client copies to local authority (`ROLE_Authority`). |
| public | function | AActor::TearOffReplicatedSubObjectOnRemotePeers | Stops replicating a sub-object and releases the network engine's reference to the client replica, leaving the client-side object alive but no longer updated. |
| public | function | AActor::TornOff | Called on the client when this actor is torn off from replication (bTearOff == true), meaning the server will no longer replicate it. |
| public | function | AActor::UnregisterAsFocalPointInPhysicsReplicationLOD | Removes this actor's root component physics object from the Physics Replication LOD focal point list, reverting it to standard LOD priority. |
| public | function | AActor::UpdateAllReplicatedComponents | Rebuilds the actor's ReplicatedComponents cache from scratch so it exactly matches all currently-owned components whose IsReplicated() returns true. |
| public | function | AActor::UpdateReplicatedComponent | Refreshes the actor's internal ReplicatedComponents cache for a single component after its replication state changes. |
| public | function | AActor::UseShortConnectTimeout | Tells the net driver whether the owning connection should switch from the initial long connect timeout to the shorter gameplay timeout value. |