RealDocs

AActor::IsSupportedForNetworking

function Engine Since 4.9
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualENGINE_APIconstoverride

Description

Returns true if this actor can be referenced across a network connection. The default returns true for actors that are either named stably or have been assigned a NetGUID by the replication system.

Caveats & Gotchas

  • Returning false prevents the actor from being passed as a replicated property or RPC argument. Attempting to replicate a reference to a non-supported actor results in a null reference on the receiver.
  • This is distinct from IsNameStableForNetworking — a name-stable actor is always networking-supported, but a dynamically spawned actor can also be supported once the server assigns it a NetGUID.
  • Override to return false on actors that are purely local (e.g. editor-only helpers) to explicitly prevent accidental replication of references to them.

Signature

ENGINE_API virtual bool IsSupportedForNetworking() const override;

Return Type

bool

Example

Preventing a local debug actor from being used as a replicated reference C++
bool ADebugVisualizerActor::IsSupportedForNetworking() const
{
	// This actor only exists locally in editor PIE — never replicate references to it
	return false;
}

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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