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Actor Relevancy

  • Relevant set determined per connection; UE only replicates actors to a client if relevant. Dynamically spawned replicated actors are destroyed on the client when no longer relevant.
  • AActor::IsNetRelevantFor(RealViewer, ViewTarget, SrcLocation); ForceNetRelevant; override with caution.
  • Logic: relevant if always relevant, owned by connection's Pawn or PlayerController, is the Pawn, or Pawn is instigator; use owner's relevancy if bNetUseOwnerRelevancy; not relevant if only-relevant-to-owner without relevant owner; attached to skeleton → base's relevancy; hidden and no root/collision → not relevant; distance-based (AGameNetworkManager) within NetCullDistanceSquared → relevant. APawn and APlayerController override.
  • Properties: bAlwaysRelevant, bNetUseOwnerRelevancy, bOnlyRelevantToOwner, bRelevantForNetworkReplays, NetCullDistanceSquared, Owner.

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