RealDocs

AActor::PostMigrate

function Engine Since 5.4
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualoverride

Description

Called after this actor has been migrated between server instances or processes via the UE Remote Object Handle system. Override to re-establish references or state that depends on the new hosting context.

Caveats & Gotchas

  • PostMigrate is only compiled when UE_WITH_REMOTE_OBJECT_HANDLE is defined. Projects not using Unreal's experimental multi-server / server mesh features will never encounter this method.
  • The world context during PostMigrate may differ from the one the actor was originally spawned into — do not assume any cached world-dependent pointers remain valid.

Signature

ENGINE_API virtual void PostMigrate(const struct FUObjectMigrationContext& MigrationContext) override;

Parameters

Name Type Description Default
MigrationContext const struct FUObjectMigrationContext& Context describing the migration operation, including source and destination.

Return Type

void

Example

Re-acquire world-dependent references after migration C++
void AMyActor::PostMigrate(const FUObjectMigrationContext& MigrationContext)
{
    Super::PostMigrate(MigrationContext);
    // Re-cache subsystem reference now that we're in the new world
    MySubsystem = GetWorld()->GetSubsystem<UMySubsystem>();
}

Version History

Introduced in: 5.4

Version Status Notes
5.6 stable

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