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AActor::TearOff

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

Description

Server-side call that stops replication for this actor and promotes all existing client copies to local authority (`ROLE_Authority`). Useful for ragdolls or destruction effects that no longer need server synchronisation.

Caveats & Gotchas

  • Must only be called on the server (authority). Calling it on a client has no effect and may trigger warnings.
  • Tearing off is irreversible — you cannot re-enable replication after calling TearOff(). If you need temporary replication suspension, consider using NetDormancy instead.
  • Clients that receive the torn-off notification will fire `OnTearOff()` (the rep-notify). The actor is then simulated locally and diverges from other clients, so physics / game state will no longer be synchronised.

Signature

UFUNCTION(BlueprintCallable, Category=Networking)
ENGINE_API virtual void TearOff();

Return Type

void

Example

Tear off a character on death to let it ragdoll locally C++
void AMyCharacter::Die()
{
	if (HasAuthority())
	{
		TearOff();
		GetMesh()->SetSimulatePhysics(true);
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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