AActor::SetReplicatedComponentNetCondition
#include "GameFramework/Actor.h"
Access: public
Description
Changes the network lifetime condition of an already-registered replicated component at runtime, after BeginPlay. Use this to dynamically change which clients receive a component's property updates.
Caveats & Gotchas
- • Only valid after BeginPlay — calling it before the actor has begun play (e.g. in the constructor or PostInitializeComponents) has no effect.
- • The component must already be in the replicated components list. If it is not, the call is silently ignored. Use GetReplicatedComponents to verify.
- • Clients that previously received the component data are not notified of the condition change; they will simply stop receiving future updates if the condition no longer applies to them.
Signature
ENGINE_API void SetReplicatedComponentNetCondition(const UActorComponent* ReplicatedComponent, ELifetimeCondition NetCondition) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ReplicatedComponent | const UActorComponent* | The already-registered replicated component whose condition should change. | — |
| NetCondition | ELifetimeCondition | The new lifetime condition controlling which connections receive this component's replication. | — |
Return Type
void Example
Restrict a component to the owner after a gameplay event C++
void AMyActor::OnSecretActivated()
{
// After activation, only the owner should see updates to this component
SetReplicatedComponentNetCondition(SecretComponent, COND_OwnerOnly);
} Tags
Version History
Introduced in: 4.27
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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