AActor::AllowActorComponentToReplicate
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Override to control whether a component that wants to replicate is actually allowed to, and to which connections. Return COND_Never to block replication entirely, COND_None to replicate to all, or any other ELifetimeCondition to filter by ownership or other criteria.
Caveats & Gotchas
- • Return value is an ELifetimeCondition, not a bool — returning COND_None means 'allow to everyone', not 'deny'.
- • The default implementation returns COND_None for all components. Only override if you need actor-level control over component replication.
- • This is called once when the component is added to the replication list, not per-tick. Changing the policy later requires calling SetReplicatedComponentNetCondition.
Signature
ENGINE_API virtual ELifetimeCondition AllowActorComponentToReplicate(const UActorComponent* ComponentToReplicate) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ComponentToReplicate | const UActorComponent* | The component that is requesting permission to replicate. | — |
Return Type
ELifetimeCondition Example
Restrict a component to the owning client only C++
ELifetimeCondition AMyActor::AllowActorComponentToReplicate(const UActorComponent* ComponentToReplicate) const
{
if (ComponentToReplicate == PrivateInventoryComponent)
{
return COND_OwnerOnly;
}
return Super::AllowActorComponentToReplicate(ComponentToReplicate);
} Tags
Version History
Introduced in: 4.27
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?