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AAIController::PostInitializeComponents

function AIModule Since 4.0
#include "AIController.h"
Access: public Specifiers: virtualoverride

Description

Called after all components are initialized. The AIController override registers with the AI system and sets up the team ID.

Caveats & Gotchas

  • Always call Super::PostInitializeComponents() when overriding. Skipping it prevents the AI subsystem from registering this controller, causing MoveToActor and MoveToLocation to fail silently because no navigation agent is registered.
  • This fires in the editor for editor-spawned actors as well as at PIE/runtime. Code here must be safe for editor contexts — do not access runtime-only world subsystems unconditionally.

Signature

virtual void PostInitializeComponents() override

Return Type

void

Example

Configure AI flags early in initialization C++
void AMyAIController::PostInitializeComponents()
{
	Super::PostInitializeComponents();
	// Components are initialized; world subsystems may not exist yet
	bAllowStrafe = true;
	bSkipExtraLOSChecks = true;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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