APawn::GetNetOwner
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Returns the actor that owns this pawn for network relevancy and replication purposes. Overrides the default to return the Controller when one is present, so that the pawn replicates under the controller's net relevancy.
Caveats & Gotchas
- • The returned owner drives which client has authority to send RPCs — if a pawn's controller is null (unpossessed), net ownership falls back to the default AActor::GetNetOwner() chain, which may route ownership through the Outer owner hierarchy.
- • Do not confuse net ownership with GetOwner() — GetNetOwner() is specifically for determining which client connection is authoritative for replication purposes and is unrelated to the actor attachment owner.
Signature
ENGINE_API virtual const AActor* GetNetOwner() const override; Return Type
const AActor* Example
Verify net owner before sending a client RPC C++
// The engine calls GetNetOwner() internally when deciding RPC routing.
// You rarely need to call this directly; it is used in checks like:
const AActor* Owner = MyPawn->GetNetOwner();
// Owner will be the controller if possessed, otherwise walk up the outer chain. Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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