AActor::GetNetOwningPlayer
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualENGINE_API
Description
Returns the owning UPlayer for this actor, but only when the actor's role is ROLE_Authority. Returns a local player, a net connection, or nullptr.
Caveats & Gotchas
- • Only returns a valid UPlayer when HasAuthority() is true — calling this on a simulated proxy will return nullptr even if the actor is owned by a player.
- • The distinction from GetNetOwningPlayerAnyRole() is important for server code: use this when you want to avoid accidentally treating client-side simulations as if they have an owning player.
- • A returned UPlayer may be either a ULocalPlayer (listen server/standalone) or a UNetConnection (dedicated server) — cast carefully before using player-specific APIs.
Signature
ENGINE_API virtual class UPlayer* GetNetOwningPlayer() Return Type
class UPlayer* Example
Get the owning player on the server C++
if (HasAuthority())
{
UPlayer* OwningPlayer = GetNetOwningPlayer();
if (UNetConnection* Conn = Cast<UNetConnection>(OwningPlayer))
{
// Actor is owned by a remote client connection
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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