Component filters

GDK for Unreal

If you're using the GDK for Unreal, this page does not apply to you. See the GDK documentation on game client interest management.

How you set up component filters depends on whether you're using chunk-based interest (CBI) or query-based interest (QBI).

  • If you're using CBI, you must specify which components a worker instance can receive updates about. You do this using component filters. This is in addition to setting up read access permission.

Deprecating CBI

We recommend that you move towards using only query-based interest (QBI), because chunk-based interest (CBI) is deprecated and we'll remove it in version 15 of the Worker SDK. QBI is a more precise, granular alternative to CBI.

  • If you're using only QBI, you must set up the static component filter in a specific way - see Component delivery and QBI. You can ignore the dynamic component filter.

The static component filter (all entities)

Use the component delivery field (in the bridge configuration section of the worker configuration file) to specify the components that worker instances of a particular type can receive updates about. You can either set checkoutAllInitially to true to allow all components, or you can whitelist individual components using checkout_initially.

Static component filtering acts as a whitelist, and takes precedence over CBI. By default, no components are whitelisted. This means that you need to whitelist a component (or set checkoutAllInitially to true) for CBI to work.

The dynamic component filter (specific entities)

You can set up filters on specific entities during runtime via a message to SpatialOS (see the API documentation for C++/C#/Java).

You set up dynamic component filters to override the static component filter.


2019-11-15 Page updated with editorial review: Clarified that this page focuses on CBI, not QBI.

Updated about a year ago


Component filters


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