AActor::IsReplicatedSubObjectRegistered
#include "GameFramework/Actor.h"
Access: public
Specifiers: const
Description
Returns true if the given object is currently registered as a replicated sub-object directly on this actor (not via a component).
Caveats & Gotchas
- • Only checks the actor's direct sub-object list, not the per-component sub-object lists. Use IsActorComponentReplicatedSubObjectRegistered for component-owned sub-objects.
- • Returns false if the actor does not have bReplicateUsingRegisteredSubObjectList enabled, since the registry is not used in the legacy replication path.
- • A sub-object can be present on the server but not yet on the client — this only reflects the server-side registry state.
Signature
ENGINE_API bool IsReplicatedSubObjectRegistered(const UObject* SubObject) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| SubObject | const UObject* | The object to look up in the actor's direct sub-object replication registry. | — |
Return Type
bool Example
Guard against double-registration C++
void AMyActor::ActivateBuffEffect(UBuffData* Buff)
{
if (!IsReplicatedSubObjectRegistered(Buff))
{
AddReplicatedSubObject(Buff);
}
} See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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