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AActor::HasLocalNetOwner

function Engine Since 4.14
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Returns true if this actor's owner chain leads to a locally controlled player controller on the current machine. Use this to distinguish between actors owned by local vs remote players when running split-screen or listen-server scenarios.

Caveats & Gotchas

  • On a dedicated server, this always returns false because there are no locally controlled players — do not use it as a proxy for authority; use HasAuthority() instead.
  • In split-screen, multiple local player controllers can exist; an actor owned by Player 2 still returns true even if the querying code is running in Player 1's context — check the owning controller explicitly if you need per-player logic.
  • The function walks the full Owner chain and is not cached, so avoid calling it in tight per-frame loops.

Signature

ENGINE_API virtual bool HasLocalNetOwner() const;

Return Type

bool

Example

Show local player UI only for locally owned actors C++
void AMyPawn::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    if (HasLocalNetOwner())
    {
        // Only update HUD elements for the local player's pawn
        UpdateHealthDisplay();
    }
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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