---
title: Actor Relevancy
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/actor-relevancy-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# 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.
