AActor::HasAuthority
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns true if this actor has network authority — i.e., runs on the server or in a standalone game. The canonical guard for server-only gameplay logic.
Caveats & Gotchas
- • Returns true on the server AND on the owning client for autonomous-proxy actors (e.g. a locally controlled pawn); it is not equivalent to 'am I the server'. Use GetNetMode() == NM_DedicatedServer if you need a strict server check.
- • Inlined for performance — it just compares Role == ROLE_Authority, so the cost is negligible.
- • Calling server-only RPCs without this guard will cause an engine warning and the call will be silently dropped on clients.
Signature
bool HasAuthority() const Return Type
bool Example
Guard server-only logic C++
void AMyActor::TakeDamage(float Damage, ...)
{
if (!HasAuthority()) { return; }
Health -= Damage;
if (Health <= 0.f) { Destroy(); }
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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