RealDocs

AActor::IsRelevancyOwnerFor

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

Description

Determines whether this actor should be considered the relevancy owner for a given replicated actor on a given connection. Used when the replicated actor has bOnlyRelevantToOwner=true.

Caveats & Gotchas

  • Only consulted when ReplicatedActor->bOnlyRelevantToOwner is true — otherwise standard distance/visibility relevancy applies.
  • The default implementation checks this == ActorOwner; override when ownership chains don't map directly to connection ownership (e.g., a vehicle containing a player controller).
  • Returning true here makes the actor relevant for that connection for the entire frame — there is no per-tick cost after the relevancy decision is made.

Signature

ENGINE_API virtual bool IsRelevancyOwnerFor(const AActor* ReplicatedActor, const AActor* ActorOwner, const AActor* ConnectionActor) const

Parameters

Name Type Description Default
ReplicatedActor const AActor* The actor whose relevancy is being evaluated.
ActorOwner const AActor* The current owner of ReplicatedActor.
ConnectionActor const AActor* The controller representing the connection being tested.

Return Type

bool

Example

Make a team manager relevant to all team member connections C++
bool ATeamManager::IsRelevancyOwnerFor(
    const AActor* ReplicatedActor,
    const AActor* ActorOwner,
    const AActor* ConnectionActor) const
{
    // Relevant to any connection whose controller is on the same team
    if (const APlayerController* PC = Cast<APlayerController>(ConnectionActor))
    {
        return GetTeamIndex() == GetTeamIndexForController(PC);
    }
    return Super::IsRelevancyOwnerFor(ReplicatedActor, ActorOwner, ConnectionActor);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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