AActor::HasNetOwner
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Returns true if this actor has an owner chain that leads to an actor capable of net ownership, typically an APlayerController. Used by the replication system to determine if the actor can initiate RPCs.
Caveats & Gotchas
- • Ownership is determined by walking the Owner chain, not by checking the local machine's role — an actor owned by a bot controller will return false because bots don't have net connections.
- • Overriding this function is required for custom actor types that aggregate ownership differently (e.g. vehicles that own passengers); the default implementation does a linear walk up the Owner chain which can be slow for deep hierarchies.
- • This differs from HasAuthority() — an actor can have a net owner on a client (it's owned by the local player controller) without having server authority.
Signature
ENGINE_API virtual bool HasNetOwner() const; Return Type
bool Example
Gate an RPC call on net owner presence C++
void AMyActor::RequestAction()
{
if (HasNetOwner())
{
// Safe to call a Server_ RPC
Server_DoAction();
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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