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APawn::GetNetConnection

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

Description

Returns the net connection associated with this pawn, resolved by walking up through the owning PlayerController. Used by the replication system to determine which client connection owns this actor.

Caveats & Gotchas

  • Returns nullptr for AI-controlled pawns and for pawns on the server that are not owned by a player — callers must null-check the result.
  • The connection is resolved through the controller chain at call time; caching the result is unsafe because the controller (and thus the connection) can change mid-session via possession.
  • This override is what allows pawns to inherit net ownership from their PlayerController even though controllers are not directly referenced from the pawn on remote clients.

Signature

virtual class UNetConnection* GetNetConnection() const override

Return Type

UNetConnection*

Example

Check if a pawn has an active player connection C++
bool AMyPawn::HasActivePlayerConnection() const
{
	return GetNetConnection() != nullptr;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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