RealDocs

ACharacter::TornOff

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverride

Description

Called when this Character's actor channel is torn off — it transitions from server-replicated to locally simulated on the client. ACharacter stops the CharacterMovementComponent's network updates and switches to physics-based simulation.

Caveats & Gotchas

  • After TornOff fires on a client, the Character no longer receives position corrections from the server; any remaining motion is driven by local physics. Ensure your death/ragdoll logic accounts for this.
  • TearOff (the AActor flag that triggers this) is one-way — you cannot un-tear an actor. If you need temporary authority transfer, consider RPCs instead.

Signature

ENGINE_API virtual void TornOff() override;

Return Type

void

Example

Enable ragdoll on tear-off (common death flow) C++
void AMyCharacter::TornOff()
{
    Super::TornOff();
    // The server has torn us off — switch mesh to physics (ragdoll)
    GetMesh()->SetSimulatePhysics(true);
    GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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