AActor::RegisterReplicationFragments
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualoverride
Description
Called by the Iris replication system to let the actor register its replication fragments. Override to add custom fragments for Iris-based replication.
Caveats & Gotchas
- • This is an Iris-specific API introduced in UE 5.1. It has no effect when using the legacy replication system (bUseIrisReplication=false).
- • Always call Super::RegisterReplicationFragments() in your override so built-in actor properties continue to replicate.
- • Registering a fragment here does not automatically replicate sub-objects — use AddReplicatedSubObject for those.
Signature
ENGINE_API virtual void RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Context | UE::Net::FFragmentRegistrationContext& | Context object used to register replication fragments with the Iris replication system. | — |
| RegistrationFlags | UE::Net::EFragmentRegistrationFlags | Flags controlling how fragments are registered (e.g. whether to include default fragments). | — |
Return Type
void Example
Registering a custom fragment C++
void AMyActor::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
{
Super::RegisterReplicationFragments(Context, RegistrationFlags);
// Register a custom property fragment
UE::Net::ReplicateFragment(Context, RegistrationFlags, MyReplicatedStruct, COND_None);
} Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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