RealDocs

AActor::GetReplicatedComponents

function Engine Since 4.15
#include "GameFramework/Actor.h"
Access: public Specifiers: const

Description

Returns a const reference to the cached array of components that have replication enabled on this actor.

Caveats & Gotchas

  • The returned reference becomes invalid if the array is modified (e.g. by UpdateAllReplicatedComponents). Do not store the reference across frames.
  • The cache may be stale if components have their replication state changed without calling UpdateReplicatedComponent. Verify with component->GetIsReplicated() if precision is critical.
  • Iterating over this array and modifying component replication settings during iteration can cause the underlying array to change — copy the array first if you need to do that.

Signature

const TArray<UActorComponent*>& GetReplicatedComponents() const

Return Type

const TArray<UActorComponent*>&

Example

Iterate replicated components C++
for (UActorComponent* Comp : GetReplicatedComponents())
{
    UE_LOG(LogTemp, Log, TEXT("Replicated component: %s"), *Comp->GetName());
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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