Who Has Authority? (Server Or Client) And When?

I’ve just never heard of IsServer before.

Its defined in UKismetSystemLibrary.

bool UKismetSystemLibrary::IsServer(UObject* WorldContextObject)
{
	UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
	return World ? (World->GetNetMode() != NM_Client) : false;
}

Thanks for mentioning that thought, this will help!

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