UActorComponent::GetReplicationCondition
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtualconst
Description
Returns the lifetime condition that controls which connections receive this component's replication data. Only consulted when the owning actor uses bReplicateUsingRegisteredSubObjectList.
Caveats & Gotchas
- • The default implementation returns COND_None when the component is replicated and COND_Never when it is not — override to target specific connections (e.g. COND_OwnerOnly for owner-only components).
- • This condition is only evaluated when the actor uses the registered subobject list path; if bReplicateUsingRegisteredSubObjectList is false on the actor this function is never called.
Signature
virtual ELifetimeCondition GetReplicationCondition() const Return Type
ELifetimeCondition Example
Restrict component replication to the owning client C++
ELifetimeCondition UMyPrivateComponent::GetReplicationCondition() const
{
// Only replicate this component to the player who owns the actor
return GetIsReplicated() ? COND_OwnerOnly : COND_Never;
} Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?