UKismetSystemLibrary::IsDedicatedServer
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns whether the current world is running as a dedicated server, meaning there is no local player and no rendering.
Caveats & Gotchas
- • Returns false on a listen server, even though a listen server also hosts other players — use IsServer if you just need to know the machine is authoritative.
- • Useful for skipping client-only work such as sound, VFX, or UI updates that would otherwise waste CPU on a headless server.
Signature
static bool IsDedicatedServer(const UObject* WorldContextObject) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the current world. | — |
Return Type
bool Example
Skip cosmetic effects on dedicated servers C++
if (!UKismetSystemLibrary::IsDedicatedServer(this))
{
PlayImpactEffects();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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