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Description
Allows classes to control if a replicated component can actually be replicated or not in a specific actor class. You can also choose a netcondition to filter to whom the component is replicated to. Called on existing replicated component right before BeginPlay() and after that on every new replicated component added to the OwnedComponent list
| Name | AllowActorComponentToReplicate |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include Path | #include "GameFramework/Actor.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ActorReplication.cpp |
virtual ELifetimeCondition AllowActorComponentToReplicate
(
const UActorComponent * ComponentToReplicate
) const
Return COND_None if this component should be replicated to everyone, COND_Never if it should not be replicated at all or any other conditions for specific filtering.
Parameters
| Name | Remarks |
|---|---|
| ComponentToReplicate | The replicated component added to the actor. |