AActor::NetDormancy
#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 Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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