Understanding Unreal Engine’s DORM_Initial dormancy setting
This article is a collaboration with WizardCell and on it, you’ll learn how DORM_Initial
works and why you should be careful with it.
Introduction
If we read the description of the DORM_Initial
dormancy setting, we see what follows:
This actor is initially dormant for all connection if it was placed in map.
Which made me understand that this setting would work like DORM_DormantAll
just with a couple extra optimizations. But it isn’t the case, let’s see what are the implications of using this setting.
DORM_DormantAll
versus DORM_Initial
When an Actor becomes relevant to a connection, all the properties of said Actor are sent to the connection, no matter whether the Actor is DORM_DormantAll
or DORM_Awake
. That means that the state the client receives from the Actor will be consistent of what the server sees about it.
However, that is not the case of DORM_Initial
Actors, as they will not send any C++ replicated property if a connection becomes relevant:
Watch out! Blueprint replicated properties ignore Actor dormancy settings.
How to use DORM_Initial
So shall I simply not use DORM_Initial
? No, you should! DORM_Initial
Actors won’t be considered for replication at all even under relevancy, and sometimes that can be a huge optimization.
To ensure incoming connections get the new values over DORM_Initial
Actors, you should call FlushNetDormancy
on them before updating their properties. This will make the Actor to become DORM_DormantAll
but only when strictly needed.
What about calling ForceNetUpdate
to also flush the dormancy?
Be very careful with this, as ForceNetUpdate
also calls FlushNetDormancy
but its guarded with a NetDriver
check:
So, if the NetDriver
is Null at the moment you call ForceNetUpdate
*, the Actor will never call FlushNetDormancy
, causing it to stay in a DORM_Initial
state. For that reason it is always recommended to explicitly call FlushNetDormancy
when dealing with DORM_Initial
Actors.
*Worlds don’t get a NetDriver
until UWorld::Listen
is called.
Conclusion
Thanks for reading!
Let’s hope everything is clear! Feel free to reach us out if there are questions! And I encourage every reader to check WizardCell’s articles.
If you want to know more about Dormancy, visit Epic’s official documentation!
Enjoy, WizardCell and vori.