AActor::FlushNetDormancy
#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
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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