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AActor::GetNetOwner

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

Description

Returns the actor responsible for network replication decisions. By default returns the actor's Owner, but overridden in PlayerController and Pawn to drive bOnlyRelevantToOwner checks.

Caveats & Gotchas

  • This is distinct from GetOwner() conceptually — GetNetOwner() is specifically for the server-side relevancy system (ServerReplicateActors) and determines which connection owns this actor.
  • The default inline implementation simply returns the Owner pointer, so if Owner is nullptr the net owner is also nullptr, which means the actor replicates to all connections.
  • PlayerController overrides this to return itself, giving it authority over all replicated actors whose Owner chain traces back to that controller.

Signature

virtual const AActor* GetNetOwner() const

Return Type

const AActor*

Example

Check which actor owns replication responsibility C++
const AActor* NetOwner = MyActor->GetNetOwner();
if (NetOwner)
{
    UE_LOG(LogTemp, Log, TEXT("Net owner: %s"), *NetOwner->GetName());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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