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AActor::FlushNetDormancy

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintAuthorityOnlyBlueprintCallable

Description

Forces a dormant actor to send a replication update to clients without permanently waking it. Unlike SetNetDormancy, the actor returns to dormancy after the flush rather than staying awake.

Caveats & Gotchas

  • Only has an effect on the server (authority). Calling it on a client is a no-op.
  • The actor must already have bReplicates=true and a dormancy state other than DORM_Never for this to send any data.
  • Does not change NetDormancy — if you also need to keep the actor awake for multiple frames, call SetNetDormancy(DORM_Awake) first.

Signature

ENGINE_API void FlushNetDormancy()

Return Type

void

Example

Flush after modifying a dormant inventory actor C++
// Server-side: item was picked up, push the state change immediately
void APickupActor::OnItemCollected()
{
    bIsCollected = true;
    FlushNetDormancy(); // clients receive the update; actor goes dormant again afterward
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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