RealDocs

AActor::IsActorComponentReplicatedSubObjectRegistered

function Engine Since 5.1
#include "GameFramework/Actor.h"
Access: public Specifiers: const

Description

Returns true if the given object is currently registered as a replicated sub-object of the specified actor component.

Caveats & Gotchas

  • Both the component and sub-object pointers must match exactly what was passed to AddActorComponentReplicatedSubObject. If either differs (even if logically the same object), this returns false.
  • Returns false for sub-objects registered directly on the actor via AddReplicatedSubObject — use IsReplicatedSubObjectRegistered for those.
  • A return value of true means the sub-object is in the registry, not that it has been replicated to any specific client yet.

Signature

ENGINE_API bool IsActorComponentReplicatedSubObjectRegistered(const UActorComponent* OwnerComponent, const UObject* SubObject) const

Parameters

Name Type Description Default
OwnerComponent const UActorComponent* The component that is expected to own the sub-object.
SubObject const UObject* The sub-object to check for registration under the given component.

Return Type

bool

Example

Conditional removal guard C++
void AMyActor::OnComponentSubObjectExpired(UActorComponent* Comp, UObject* SubObj)
{
    if (IsActorComponentReplicatedSubObjectRegistered(Comp, SubObj))
    {
        RemoveActorComponentReplicatedSubObject(Comp, SubObj);
    }
}

Version History

Introduced in: 5.1

Version Status Notes
5.6 stable

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