UActorComponent::ReadyForReplication
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Called on replicated components when their owning actor is officially ready for replication. Fires after InitializeComponent but before BeginPlay, and is the correct place to register replicated subobjects you already own.
Caveats & Gotchas
- • A component can be replicated before HasBegunPlay() is true — an RPC called during BeginPlay may trigger replication before this fires on the receiving end.
- • Requires the component to be registered, initialized, and have bReplicates set to true. If any of those conditions is not met, this method will never be called.
- • Use IsReadyForReplication() to query the bIsReadyForReplication flag if you need to guard work elsewhere in the component.
Signature
ENGINE_API virtual void ReadyForReplication() Return Type
void Example
Registering a replicated subobject C++
void UMyComponent::ReadyForReplication()
{
Super::ReadyForReplication();
// Register an already-created replicated subobject
if (IsUsingRegisteredSubObjectList() && IsReadyForReplication())
{
AddReplicatedSubObject(MySubObject);
}
} Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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