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AActor::ForceNetRelevant

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

Description

Forces this actor to be considered net-relevant even if it would otherwise be culled by distance or dormancy rules. Useful for momentarily critical actors that must reach all clients.

Caveats & Gotchas

  • This only works on actors that are set to replicate (`bReplicates = true`). Calling it on a non-replicating actor has no effect.
  • Forcing net relevance overrides distance-based cull checks only for the current frame's relevancy pass — it does not permanently disable culling. If the actor remains dormant, you may also need to `FlushNetDormancy()` so the server actually sends updated state.

Signature

ENGINE_API virtual void ForceNetRelevant()

Return Type

void

Example

Force relevance when an important event occurs C++
void AMyGameActor::OnImportantEvent()
{
    // Ensure all clients receive this actor's state immediately
    ForceNetRelevant();
    FlushNetDormancy();
    // ... update replicated state
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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