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UKismetSystemLibrary::IsStandalone

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns whether this game instance has no networking at all (single-player, no client/server split).

Caveats & Gotchas

  • Returns false for a listen server with zero remote connections, since the world's net mode is still NM_ListenServer rather than NM_Standalone — this checks the net mode, not the current player count.
  • Commonly combined with IsServer to distinguish "true single-player" from "networked but currently the host".

Signature

static bool IsStandalone(const UObject* WorldContextObject)

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.

Return Type

bool

Example

Skip network-only replication setup in single-player C++
if (!UKismetSystemLibrary::IsStandalone(this))
{
    SetupReplicatedComponents();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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