UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Actor.cpp File Reference
#include "GameFramework/Actor.h"
#include "ActorTransactionAnnotation.h"
#include "Engine/LevelStreaming.h"
#include "EngineStats.h"
#include "Elements/Framework/EngineElementsLibrary.h"
#include "Engine/NetConnection.h"
#include "GameFramework/DamageType.h"
#include "GameFramework/WorldSettings.h"
#include "Net/Core/Misc/NetContext.h"
#include "Net/Core/PropertyConditions/PropertyConditions.h"
#include "TimerManager.h"
#include "GameFramework/Pawn.h"
#include "AI/NavigationSystemBase.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/Engine.h"
#include "Net/Core/PropertyConditions/RepChangedPropertyTracker.h"
#include "UObject/AssetRegistryTagsContext.h"
#include "UObject/CoreNetContext.h"
#include "UObject/ObjectSaveContext.h"
#include "Physics/Experimental/PhysScene_Chaos.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#include "UObject/Package.h"
#include "UObject/UE5SpecialProjectStreamObjectVersion.h"
#include "UObject/FortniteMainBranchObjectVersion.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/Level.h"
#include "Engine/LocalPlayer.h"
#include "Engine/InputDelegateBinding.h"
#include "Engine/LevelStreamingPersistent.h"
#include "Logging/MessageLog.h"
#include "Net/UnrealNetwork.h"
#include "Engine/Canvas.h"
#include "DisplayDebugHelpers.h"
#include "Engine/DemoNetDriver.h"
#include "Components/PawnNoiseEmitterComponent.h"
#include "Camera/CameraComponent.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Interfaces/ITargetPlatform.h"
#include "DeviceProfiles/DeviceProfile.h"
#include "ObjectTrace.h"
#include "Engine/AutoDestroySubsystem.h"
#include "WorldPartition/WorldPartitionRuntimeCellInterface.h"
#include "AutoRTFM.h"
#include "Net/Iris/ReplicationSystem/EngineReplicationBridge.h"
#include "Iris/ReplicationSystem/ReplicationSystem.h"
#include "Iris/ReplicationSystem/Conditionals/ReplicationCondition.h"
#include "Net/Iris/ReplicationSystem/ReplicationSystemUtil.h"
#include "LevelUtils.h"
#include "Components/DecalComponent.h"
#include "Components/LightComponent.h"
#include "GameFramework/InputSettings.h"
#include "Algo/AnyOf.h"
#include "PrimitiveSceneProxy.h"
#include "UObject/MetaData.h"
#include "Engine/DamageEvents.h"
#include "Engine/SCS_Node.h"
#include "HAL/LowLevelMemStats.h"
#include "ProfilingDebugging/AssetMetadataTrace.h"
#include "Engine/PackageMapClient.h"
#include "Elements/Columns/TypedElementMiscColumns.h"
#include "DataStorage/Features.h"
#include "Elements/Interfaces/TypedElementDataStorageCompatibilityInterface.h"
#include "WorldPartition/WorldPartitionLog.h"
#include "WorldPartition/DataLayer/WorldDataLayers.h"
#include "WorldPartition/WorldPartitionActorDescUtils.h"
#include "WorldPartition/DataLayer/DataLayerAsset.h"
#include "WorldPartition/DataLayer/ExternalDataLayerAsset.h"
#include "WorldPartition/DataLayer/ExternalDataLayerInstance.h"
#include "WorldPartition/DataLayer/DataLayerManager.h"
#include "WorldPartition/ContentBundle/ContentBundlePaths.h"
#include "WorldPartition/ActorInstanceGuids.h"
#include "Engine/CoreSettings.h"
#include "GameFramework/SpawnActorTimer.h"

Classes

class  FActorThreadContext
 

Namespaces

namespace  ActorUtils
 
namespace  ActorUtils::CVars
 
namespace  UE
 
namespace  UE::Private
 

Macros

#define DEBUG_CALLSPACE(Format, ...)   UE_LOG(LogNet, VeryVerbose, Format, __VA_ARGS__);
 
#define LOCTEXT_NAMESPACE   "Actor"
 
#define CSV_RECORD_DETAILED_ACTOR_NET_STATS   (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING && UE_SERVER)
 

Functions

 DEFINE_LOG_CATEGORY (LogActor)
 
 DECLARE_CYCLE_STAT (TEXT("PostActorConstruction"), STAT_PostActorConstruction, STATGROUP_Engine)
 
 CSV_DEFINE_CATEGORY (ActorMigration, UE_WITH_REMOTE_OBJECT_HANDLE)
 
bool IsPrimCompValidAndAlive (UPrimitiveComponent *PrimComp)
 
bool IsActorValidToNotify (AActor *Actor)
 
UNetDriverGetNetDriver_Internal (UWorld *World, FName NetDriverName)
 
FArchiveoperator<< (FArchive &Ar, FActorRootComponentReconstructionData::FAttachedActorInfo &ActorInfo)
 
FArchiveoperator<< (FArchive &Ar, FActorRootComponentReconstructionData &RootComponentData)
 
FArchiveoperator<< (FArchive &Ar, FActorTransactionAnnotationData &ActorTransactionAnnotationData)
 

Variables

bool GDefaultUseSubObjectReplicationList
 
int32 GOptimizeActorRegistration
 

Macro Definition Documentation

◆ CSV_RECORD_DETAILED_ACTOR_NET_STATS

#define CSV_RECORD_DETAILED_ACTOR_NET_STATS   (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING && UE_SERVER)

Detailed CSV Recording of Actor Net Stats

◆ DEBUG_CALLSPACE

#define DEBUG_CALLSPACE (   Format,
  ... 
)    UE_LOG(LogNet, VeryVerbose, Format, __VA_ARGS__);

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "Actor"

Function Documentation

◆ CSV_DEFINE_CATEGORY()

CSV_DEFINE_CATEGORY ( ActorMigration  ,
UE_WITH_REMOTE_OBJECT_HANDLE   
)

◆ DECLARE_CYCLE_STAT()

DECLARE_CYCLE_STAT ( TEXT("PostActorConstruction")  ,
STAT_PostActorConstruction  ,
STATGROUP_Engine   
)

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogActor  )

◆ GetNetDriver_Internal()

UNetDriver * GetNetDriver_Internal ( UWorld World,
FName  NetDriverName 
)

◆ IsActorValidToNotify()

bool IsActorValidToNotify ( AActor Actor)

Used to determine if it is ok to call a notification on this object

◆ IsPrimCompValidAndAlive()

bool IsPrimCompValidAndAlive ( UPrimitiveComponent *  PrimComp)
extern

Util to check if prim comp pointer is valid and still alive

◆ operator<<() [1/3]

FArchive & operator<< ( FArchive Ar,
FActorRootComponentReconstructionData RootComponentData 
)

◆ operator<<() [2/3]

◆ operator<<() [3/3]

FArchive & operator<< ( FArchive Ar,
FActorTransactionAnnotationData ActorTransactionAnnotationData 
)

Variable Documentation

◆ GDefaultUseSubObjectReplicationList

bool GDefaultUseSubObjectReplicationList
extern

Selects if actor and actorcomponents will replicate subobjects using the registration list by default.

◆ GOptimizeActorRegistration

int32 GOptimizeActorRegistration
extern

Enables optimizations to actor and component registration