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Description
Change the network condition of a replicated component but only after BeginPlay. Using a network condition can allow you to filter to which client the component gets replicated to.
| Name | SetReplicatedComponentNetCondition |
| 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 SetReplicatedComponentNetCondition
(
const UActorComponent * ReplicatedComponent,
ELifetimeCondition NetCondition
)