AActor::IsReplicatedActorComponentRegistered
#include "GameFramework/Actor.h"
Access: public
Specifiers: const
Description
Returns true if the given component is currently registered in the actor's replicated component list and is being replicated.
Caveats & Gotchas
- • This checks the ReplicatedComponentsInfo registry used by the registered sub-object system, not the legacy ReplicatedComponents array. Results may differ depending on which replication system is active.
- • A component can have IsReplicated() == true but not yet be in the registry if UpdateReplicatedComponent hasn't run since it was enabled.
- • Do not use this as a general-purpose 'is this component replicated?' check in gameplay code — use component->GetIsReplicated() for that.
Signature
ENGINE_API bool IsReplicatedActorComponentRegistered(const UActorComponent* ReplicatedComponent) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ReplicatedComponent | const UActorComponent* | The component to look up in the actor's replicated component registry. | — |
Return Type
bool Example
Check before adding a component sub-object C++
void AMyActor::AddSubObjectToComponent(UActorComponent* Comp, UObject* SubObj)
{
if (IsReplicatedActorComponentRegistered(Comp))
{
AddActorComponentReplicatedSubObject(Comp, SubObj);
}
} See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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