AActor::OnSubobjectCreatedFromReplication
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called on the client actor when the replication system dynamically creates a new subobject that was spawned on the server. Override to cache or initialize the newly replicated subobject.
Caveats & Gotchas
- • Called before the subobject's replicated properties are applied — do not read replicated data from NewSubobject inside this callback.
- • Only fires when using the legacy ReplicateSubobjects path. With the Registered SubObject List approach, use component OnRep callbacks or AddReplicatedSubObject instead.
- • NewSubobject may already exist in the actor's component list if it was created as an ActorComponent — always check IsValid before caching.
Signature
ENGINE_API virtual void OnSubobjectCreatedFromReplication(UObject *NewSubobject) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewSubobject | UObject * | The subobject that was dynamically created by the replication system on this client. | — |
Return Type
void Example
Cache a dynamically created inventory item subobject C++
void AMyActor::OnSubobjectCreatedFromReplication(UObject* NewSubobject)
{
Super::OnSubobjectCreatedFromReplication(NewSubobject);
if (UInventoryItem* Item = Cast<UInventoryItem>(NewSubobject))
{
ReplicatedItems.Add(Item);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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