RealDocs

AActor::GetNetPriority

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

Description

Returns the replication priority for this actor on a given connection. Higher values mean the actor is replicated before lower-priority actors when bandwidth is limited.

Caveats & Gotchas

  • The default implementation multiplies NetPriority by Time and adjusts for distance/angle — override only if the default spatial heuristic is insufficient for your actor type.
  • Priority is relative, not absolute; the engine normalises and sorts all actors per connection each tick. Setting an extremely high value starves other actors.
  • bLowBandwidth hints that you should return a conservatively low value for non-critical actors to avoid saturating the connection.

Signature

ENGINE_API virtual float GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, class AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth)

Parameters

Name Type Description Default
ViewPos const FVector& World position of the viewer (typically the player controller's camera).
ViewDir const FVector& Unit direction vector the viewer is facing.
Viewer class AActor* The net-owning actor of the connection being prioritized for.
ViewTarget AActor* The actor currently viewed or controlled by Viewer.
InChannel UActorChannel* The replication channel for this actor.
Time float Seconds since this actor was last replicated.
bLowBandwidth bool True if the connection is currently bandwidth-constrained.

Return Type

float

Example

Always prioritize this actor for the owner's connection C++
float AMyImportantActor::GetNetPriority(
    const FVector& ViewPos, const FVector& ViewDir,
    AActor* Viewer, AActor* ViewTarget,
    UActorChannel* InChannel, float Time, bool bLowBandwidth)
{
    if (Viewer == GetOwner()) { return 10.f; }
    return Super::GetNetPriority(ViewPos, ViewDir, Viewer, ViewTarget, InChannel, Time, bLowBandwidth);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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