AActor::GetNetConnection
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Returns the owning net connection for this actor, used to determine which client connection owns and controls it. Returns null for actors that have no net owner.
Caveats & Gotchas
- • Walks the Owner chain to find the first actor with a net connection — overriding Owner on intermediate actors changes which connection is returned.
- • Returns null on the server for actors not owned by a player controller, not null for the server's own connection (which doesn't exist).
- • Overriding this is valid for custom ownership models (e.g., a vehicle that should report its passenger's connection); call Super only if you want the default chain walk.
Signature
ENGINE_API virtual class UNetConnection* GetNetConnection() const Return Type
class UNetConnection* Example
Check if actor is owned by a specific player's connection C++
bool AMyActor::IsOwnedByPlayer(APlayerController* PC) const
{
return GetNetConnection() == PC->GetNetConnection();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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