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UKismetSystemLibrary::IsDedicatedServer

function Engine Blueprint Since 4.0
#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();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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