AActor::AllowReceiveTickEventOnDedicatedServer
#include "GameFramework/Actor.h"
Access: public
Specifiers: inlineconst
Description
Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers. When false, Tick is still called in C++ but the Blueprint event is suppressed on the server.
Caveats & Gotchas
- • This flag only controls the Blueprint ReceiveTick() implementable event — the C++ Tick() virtual is always called regardless of this setting, so server-side C++ tick logic is unaffected.
- • The flag is stored as bAllowReceiveTickEventOnDedicatedServer (a UPROPERTY). You cannot set it via this accessor — change the underlying UPROPERTY directly in the CDO or via defaults.
Signature
inline bool AllowReceiveTickEventOnDedicatedServer() const { return bAllowReceiveTickEventOnDedicatedServer; } Return Type
bool Example
Check before running Blueprint-equivalent server logic C++
void AMyActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// AllowReceiveTickEventOnDedicatedServer() tells you whether
// Blueprint's ReceiveTick would also run on a DS.
if (!AllowReceiveTickEventOnDedicatedServer() && GetNetMode() == NM_DedicatedServer)
{
// Blueprint tick is suppressed here; handle server logic only in C++
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?