RealDocs

AActor::CanBeInCluster

function Engine Since 4.14
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualoverride

Description

Returns whether this actor is eligible to be grouped into a GC cluster, which improves Garbage Collection performance by treating a set of objects as a single unit. Controlled by the `bCanBeInCluster` property.

Caveats & Gotchas

  • The base AActor implementation returns the value of the `bCanBeInCluster` UPROPERTY — actors with mutable state that references objects outside the cluster can cause GC correctness issues if clustering is enabled.
  • Clustering is an optimization; if an actor holds references to dynamically loaded assets or other actors that may be separately collected, override this to return false to avoid stale-reference bugs.

Signature

ENGINE_API virtual bool CanBeInCluster() const override;

Return Type

bool

Example

Prevent a specific actor type from clustering C++
bool AMyDynamicActor::CanBeInCluster() const
{
	// This actor holds external references that can change at runtime,
	// so it must not participate in GC clusters.
	return false;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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