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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void TearOffReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. | GameFramework/Actor.h | |
void TearOffReplicatedSubObjectOnRemotePeers
(
UActorComponent* OwnerComponent, |
Similar to the other tear off function but for subobjects owned by an ActorComponent | GameFramework/Actor.h |
TearOffReplicatedSubObjectOnRemotePeers(UObject *)
Description
Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. This means that on the remote connection the network engine will stop holding a reference to the subobject and it's up to other systems to keep that reference active or the subobject will get garbage collected. Note that the subobject won't be replicated anymore, so it's final state on the client will be the one from the last replication update sent. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.
| Name | TearOffReplicatedSubObjectOnRemotePeers |
| 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 TearOffReplicatedSubObjectOnRemotePeers
(
UObject * SubObject
)
Parameters
| Name | Remarks |
|---|---|
| SubObject | The SubObject to tear off |
TearOffReplicatedSubObjectOnRemotePeers(UActorComponent , UObject )
Description
Similar to the other tear off function but for subobjects owned by an ActorComponent
| Name | TearOffReplicatedSubObjectOnRemotePeers |
| 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 TearOffReplicatedSubObjectOnRemotePeers
(
UActorComponent * OwnerComponent,
UObject * SubObject
)