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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DestroyReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. | GameFramework/Actor.h | |
void DestroyReplicatedSubObjectOnRemotePeers
(
UActorComponent* OwnerComponent, |
Similar to the other destroy function but for subobjects owned by an ActorComponent | GameFramework/Actor.h |
DestroyReplicatedSubObjectOnRemotePeers(UObject *)
Description
Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. Note it is up to the caller to delete the local object on the authority. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.
| Name | DestroyReplicatedSubObjectOnRemotePeers |
| 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 |
void DestroyReplicatedSubObjectOnRemotePeers
(
UObject * SubObject
)
Parameters
| Name | Remarks |
|---|---|
| SubObject | THe SubObject to delete |
DestroyReplicatedSubObjectOnRemotePeers(UActorComponent , UObject )
Description
Similar to the other destroy function but for subobjects owned by an ActorComponent
| Name | DestroyReplicatedSubObjectOnRemotePeers |
| 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 |
void DestroyReplicatedSubObjectOnRemotePeers
(
UActorComponent * OwnerComponent,
UObject * SubObject
)