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AAIController::PostRegisterAllComponents

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

Description

Called after all components have been registered with the world. The AIController override caches the UGameplayTasksComponent reference used by the Gameplay Tasks system.

Caveats & Gotchas

  • This fires before BeginPlay — components are registered but the world has not ticked. Do not access world subsystems or other actors' state here; they may not yet be initialized.
  • Always call Super::PostRegisterAllComponents() when overriding. Skipping it leaves CachedGameplayTasksComponent null, breaking all GetGameplayTasksComponent() calls and causing Gameplay Tasks to silently fail.

Signature

virtual void PostRegisterAllComponents() override

Return Type

void

Example

Cache a custom component reference after registration C++
void AMyAIController::PostRegisterAllComponents()
{
	Super::PostRegisterAllComponents();
	// FindComponentByClass is safe here — all components are registered
	MyCustomComp = FindComponentByClass<UMyCustomAIComponent>();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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