AActor::Owner
#include "GameFramework/Actor.h"
Access: public
Specifiers: UPROPERTYReplicatedUsing=OnRep_Owner
Description
The owning actor of this actor. Used primarily by the replication system for relevancy (bNetUseOwnerRelevancy, bOnlyRelevantToOwner) and by render components for owner-based visibility (bOwnerNoSee, bOnlyOwnerSee).
Caveats & Gotchas
- • Do not assign to this field directly — use SetOwner() and GetOwner() so that the engine's internal owner-change callbacks (OnRep_Owner, visibility invalidation) fire correctly.
- • Owner is replicated from server to clients via ReplicatedUsing=OnRep_Owner; assigning it on a client has no network effect and will be overwritten on the next replication update.
- • Circular ownership (A owns B, B owns A) will cause an infinite loop in HasNetOwner() and related owner-chain traversals.
Signature
UPROPERTY(ReplicatedUsing=OnRep_Owner)
TObjectPtr<AActor> Owner; Example
Check actor ownership in gameplay code C++
// Prefer GetOwner() over reading Owner directly
AActor* OwnerActor = MyActor->GetOwner();
if (APlayerController* PC = Cast<APlayerController>(OwnerActor))
{
// This actor is owned by a local player controller
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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