RealDocs

AActor::SetActorIsPendingPostNetInit

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public

Description

Sets the internal flag that tracks whether this actor is still pending its `PostNetInit` phase after initial network replication. Intended for use only by `UNetActorFactory`.

Caveats & Gotchas

  • The header comment explicitly states this should only be called by `UNetActorFactory`. Calling it from gameplay code is unsupported and can desynchronize the engine's post-net-init tracking, leading to actors being stuck in an uninitialized state or skipping initialization callbacks.
  • This flag gates the `PostNetInit` call that runs component registration and Blueprint construction for net-startup actors on clients. Misuse can cause components to be permanently unregistered on client instances.

Signature

void SetActorIsPendingPostNetInit(bool bInIsPendingPostNetInit)

Parameters

Name Type Description Default
bInIsPendingPostNetInit bool Whether this actor is still waiting for its PostNetInit call to complete.

Return Type

void

Example

Engine usage context (do not call directly) C++
// Called internally by UNetActorFactory during actor channel setup:
// Actor->SetActorIsPendingPostNetInit(true);
// ... after initial bunch is processed ...
// Actor->SetActorIsPendingPostNetInit(false);
// Actor->PostNetInit();
// Do NOT call this from your own gameplay code.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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