AActor::UpdateReplicatedComponent
#include "GameFramework/Actor.h"
Access: public
Description
Refreshes the actor's internal ReplicatedComponents cache for a single component after its replication state changes. Called automatically by the engine when SetIsReplicated is toggled on a component.
Caveats & Gotchas
- • This is an internal bookkeeping function. In almost all cases the engine calls it automatically — you should not need to call it manually.
- • Calling it on a component that was not registered with this actor produces undefined behavior.
- • After calling this, the component will appear in or be removed from the array returned by GetReplicatedComponents depending on its current IsReplicated() state.
Signature
ENGINE_API void UpdateReplicatedComponent(UActorComponent* Component) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Component | UActorComponent* | The component whose replication state has changed and whose presence in the cached array should be updated. | — |
Return Type
void Example
Manual cache refresh after programmatic component registration C++
// Only needed if you are manually managing component replication outside normal engine flow
MyDynamicComponent->SetIsReplicated(true);
UpdateReplicatedComponent(MyDynamicComponent); Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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