RealDocs

AActor::IsOwnedBy

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: inline

Description

Walks the Owner chain of this actor and returns true if TestOwner appears anywhere in it. Useful for checking if a pawn is owned by a controller, or if a component actor is owned by a specific root actor.

Caveats & Gotchas

  • Checks the entire ownership chain, not just the immediate Owner — an actor three levels deep in an ownership hierarchy will still return true for any ancestor.
  • Passing null as TestOwner always returns false; guard against null if your use case allows it.
  • Owner chains can form unexpectedly long chains in complex gameplay setups (e.g. possessed pawns owned by controllers owned by player states) — a chain walk can be O(n) in depth.

Signature

inline bool IsOwnedBy( const AActor* TestOwner ) const

Parameters

Name Type Description Default
TestOwner const AActor* The actor to test as a potential owner in this actor's ownership chain.

Return Type

bool

Example

Check if an actor belongs to a specific controller C++
APlayerController* PC = GetWorld()->GetFirstPlayerController();
if (SomeActor->IsOwnedBy(PC))
{
	// SomeActor is owned (directly or transitively) by the player controller
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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