AActor::OnSerializeNewActor
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called on the server immediately before a new actor is serialized and sent to a connecting client. Override to write any custom spawn-time data into the bunch that OnActorChannelOpen will read on the client.
Caveats & Gotchas
- • Data written here must be read back in exactly the same order and types in OnActorChannelOpen on the client. Any mismatch will corrupt the bunch and may close the connection.
- • This is a one-time send at spawn — the data is not resent on subsequent replication ticks. Use replicated properties for state that changes after spawn.
- • Writing too much data here bloat the open-channel bunch. Keep it minimal — only data that must arrive before the first property update.
Signature
virtual void OnSerializeNewActor(class FOutBunch& OutBunch) {}; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutBunch | class FOutBunch& | The outgoing bunch to write custom spawn-time data into before the actor is serialized to the client. | — |
Return Type
void Example
Writing custom spawn flags into the bunch C++
void AMyActor::OnSerializeNewActor(FOutBunch& OutBunch)
{
Super::OnSerializeNewActor(OutBunch);
// Pack flags into a single byte to minimise bandwidth
uint8 SpawnFlags = bSpecialSpawn ? 0x01 : 0x00;
OutBunch << SpawnFlags;
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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