RealDocs

UActorComponent::IsNetSimulating

function Engine Since unknown
#include "Components/ActorComponent.h"
Access: public Specifiers: inline

Description

Returns true when this component is replicating and the local machine does not have authority over it (i.e. the owning actor's role is not ROLE_Authority). Equivalent to checking both GetIsReplicated() and GetOwnerRole() != ROLE_Authority.

Caveats & Gotchas

  • Returns false on listen-server clients that own the actor, even though those clients see other players' replicated components — always check the specific actor's role, not just IsNetSimulating(), if you need to distinguish listen-server host from dedicated server.
  • A component on a standalone (offline) game always returns false because GetOwnerRole() is ROLE_Authority by default; guard any net-sim code with this before checking other network state.

Signature

bool IsNetSimulating() const;

Return Type

bool

Example

Skip server-only logic on simulated proxy C++
void UMyNetComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
    if (IsNetSimulating())
    {
        InterpolateState(DeltaTime);
    }
    else
    {
        SimulateAuthoritativeState(DeltaTime);
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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