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AActor::NetDormancy

property Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYBlueprintReadOnlyEditDefaultsOnly

Description

Controls whether and how this actor is allowed to enter a dormant state where it is removed from the replication list without being destroyed on clients. Dormancy is a key tool for scaling server performance in large open worlds.

Caveats & Gotchas

  • Dormant actors are not fully destroyed on clients — they remain in the world but stop receiving property updates; this means stale state can exist on clients until the actor wakes up again.
  • To wake a dormant actor immediately, call FlushNetDormancy(); to change the dormancy state at runtime, use SetNetDormancy() — do not write to this property directly after BeginPlay.
  • DORM_DormantPartial allows per-connection dormancy control via GetNetDormancy() — the most flexible but also most complex mode, requiring a virtual override.

Signature

UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category=Replication)
TEnumAsByte<enum ENetDormancy> NetDormancy;

Example

Set an environmental actor to go dormant when not visible C++
// In constructor — set default dormancy policy
bReplicates = true;
NetDormancy = DORM_DormantAll; // Server will make actor dormant once initial state replicates

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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