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AActor::OnActorChannelOpen

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Called on the client when the actor's net channel is first opened. Allows the actor to read any custom data serialized by OnSerializeNewActor on the server.

Caveats & Gotchas

  • The data read here must exactly match what was written in OnSerializeNewActor on the server — byte order and field count must be identical, or the bunch will desync and the connection may be closed.
  • This function is called before any replicated properties arrive, so you cannot rely on replicated state being valid inside this callback.
  • Not called on the server or in standalone play — guard against editor/server execution if you call this in a shared code path.

Signature

virtual void OnActorChannelOpen(class FInBunch& InBunch, class UNetConnection* Connection) {};

Parameters

Name Type Description Default
InBunch class FInBunch& The incoming bunch containing serialized actor data sent at channel open time.
Connection class UNetConnection* The net connection for which the actor channel is being opened.

Return Type

void

Example

Reading custom spawn-time data from the bunch C++
void AMyActor::OnActorChannelOpen(FInBunch& InBunch, UNetConnection* Connection)
{
	Super::OnActorChannelOpen(InBunch, Connection);
	// Read the uint8 that OnSerializeNewActor wrote
	uint8 SpawnFlags = 0;
	InBunch << SpawnFlags;
	bSpecialSpawn = (SpawnFlags & 0x01) != 0;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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