AActor::OnNetCleanup
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called when the net connection associated with this actor is being closed or destroyed. Override to release any resources or state tied specifically to that connection.
Caveats & Gotchas
- • This is called on the server when the owning client disconnects. It is NOT called on clients — use EndPlay or other lifecycle hooks for client-side cleanup.
- • The actor itself is not necessarily being destroyed when this fires — for example, an AI actor that was temporarily owned by a player retains its own lifetime after the player leaves.
- • Avoid calling ReplicatedProperties setters here; the connection is already being torn down and any changes will not be sent.
Signature
virtual void OnNetCleanup(class UNetConnection* Connection) {}; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Connection | class UNetConnection* | The net connection that is being torn down. | — |
Return Type
void Example
Releasing connection-specific state on disconnect C++
void AMyPlayerController::OnNetCleanup(UNetConnection* Connection)
{
// Release any per-connection streaming requests before the connection closes
if (StreamingHandle.IsValid())
{
StreamingHandle->CancelHandle();
StreamingHandle.Reset();
}
Super::OnNetCleanup(Connection);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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