UNetConnection::DestroyOwningActor

During cleanup this will destroy the actor owned by this connection (generally a PlayerController)

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Override Hierarchy

UNetConnection::DestroyOwningActor()

USimulatedClientNetConnection::DestroyOwningActor()

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/NetConnection.h

Include

#include "Engine/NetConnection.h"

Source

/Engine/Source/Runtime/Engine/Private/NetConnection.cpp

Syntax

virtual void DestroyOwningActor()

Remarks

During cleanup this will destroy the actor owned by this connection (generally a PlayerController)