Description
Returns the current network mode (dedicated server, listen server, client, or standalone). Use this to branch logic based on how the game is running.
Caveats & Gotchas
- • In non-editor builds, prefer IsNetMode() over GetNetMode() == X — the compiler can eliminate branches for modes that can't exist in a given build target (e.g., no client code in a server build).
- • Returns NM_Standalone in PIE single-player sessions — don't mistake this for a shipping standalone build.
- • Inlined via InternalGetNetMode(); do not cache the return value across frames as it can change when the net driver is torn down.
Signature
ENetMode GetNetMode() const Return Type
ENetMode Example
Branch between server and client logic C++
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
switch (GetNetMode())
{
case NM_DedicatedServer:
RunServerLogic();
break;
case NM_Client:
RunClientLogic();
break;
default:
break;
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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