RealDocs

UActorComponent::DestroyReplicatedSubObjectOnRemotePeers

function Engine Since 5.1
#include "Components/ActorComponent.h"
Access: public

Description

Stops replicating a subobject and signals connected actor channels to delete their replica of it on the next replication update. Use when the subobject is being destroyed and you need clients cleaned up immediately.

Caveats & Gotchas

  • This schedules destruction on clients — the actual deletion on each client happens when the actor channel next replicates, not at the instant this call is made on the server.
  • If the subobject has never reached a particular client (e.g. it was added and immediately destroyed before replication occurred), that client simply won't spawn it — no spurious delete is sent.

Signature

ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers(UObject* SubObject)

Parameters

Name Type Description Default
SubObject UObject* The subobject whose remote replicas should be destroyed.

Return Type

void

Example

Immediately remove a subobject from all clients C++
void UMyComponent::KillSubData()
{
	if (MySubData)
	{
		DestroyReplicatedSubObjectOnRemotePeers(MySubData);
		MySubData->MarkAsGarbage();
		MySubData = nullptr;
	}
}

Version History

Introduced in: 5.1

Version Status Notes
5.6 stable

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