UGameplayStatics::IsAnyLocalPlayerCameraWithinRange
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticBlueprintPureBlueprintCosmetic
Description
Returns true if any local player's camera is within MaximumRange of the specified world location. Designed as a cheap cosmetic cull gate for effects that only matter when a player is nearby.
Caveats & Gotchas
- • BlueprintCosmetic: always returns false on dedicated servers. Never use this to make authoritative gameplay decisions — it is purely a client-side cosmetic check.
- • Measures distance from the camera location (view origin), not from the player pawn. A player spectating from a distance will pass this check at a different range than their pawn would.
- • For split-screen games, returns true as soon as any one local camera is in range — you cannot distinguish which player triggered the check.
Signature
static ENGINE_API bool IsAnyLocalPlayerCameraWithinRange(const UObject* WorldContextObject, const FVector& Location, float MaximumRange); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to retrieve the world context. | — |
| Location | const FVector& | World-space location to test against. | — |
| MaximumRange | float | Maximum distance (in Unreal Units) from Location within which any local camera must fall. | — |
Return Type
bool Example
Skip spawning a particle system when no player is nearby C++
if (UGameplayStatics::IsAnyLocalPlayerCameraWithinRange(this, GetActorLocation(), 2000.f))
{
UNiagaraFunctionLibrary::SpawnSystemAtLocation(
this, AmbientFX, GetActorLocation());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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