AActor::CheckComponentInstanceName
#include "GameFramework/Actor.h"
Access: public
Description
Checks for and resolves any name collisions before a new Blueprint-created component is instanced, renaming any existing component that conflicts with the given name.
Caveats & Gotchas
- • This modifies existing component names as a side effect if a conflict is found — the conflicting component is renamed, not the incoming one.
- • Called automatically during Blueprint component instancing; you only need to call it directly if you are implementing a custom component creation flow that mirrors the Blueprint construction pipeline.
Signature
ENGINE_API void CheckComponentInstanceName(const FName InName); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InName | const FName | The proposed name for the new component instance. | — |
Return Type
void Example
Validate name before creating a dynamic component C++
FName DesiredName = TEXT("MyCoolComponent");
CheckComponentInstanceName(DesiredName);
UMyComponent* NewComp = NewObject<UMyComponent>(this, DesiredName);
FinishAndRegisterComponent(NewComp); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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