RealDocs

AActor::IsReplayRelevantFor

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

Description

Determines whether this actor should be recorded into a replay for a given viewer. Mirrors IsNetRelevantFor but for the replay recording path, with an additional explicit cull distance parameter.

Caveats & Gotchas

  • Unlike IsNetRelevantFor, the cull distance is passed explicitly rather than derived from AGameNetworkManager settings — make sure your override uses CullDistanceSquared rather than a hardcoded constant.
  • Returning false here permanently excludes the actor from the replay stream for that viewer; data cannot be retroactively inserted, so err on the side of inclusion if unsure.

Signature

ENGINE_API virtual bool IsReplayRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation, const float CullDistanceSquared) const

Parameters

Name Type Description Default
RealViewer const AActor* The controlling net object associated with the client for which replay relevancy is being checked.
ViewTarget const AActor* The actor used as the point of view for the RealViewer during replay playback.
SrcLocation const FVector& The viewing location used for relevancy checks.
CullDistanceSquared const float Squared cull distance; actors beyond this are considered irrelevant.

Return Type

bool

Example

Exclude transient FX actors from replays C++
bool AMyFXActor::IsReplayRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation, const float CullDistanceSquared) const
{
    // Never record short-lived VFX into replays
    return false;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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