RealDocs

AActor::CheckStillInWorld

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualENGINE_API

Description

Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not. Returns false if the actor was killed by a world boundary check.

Caveats & Gotchas

  • When the actor falls below KillZ, this function calls FellOutOfWorld(), not TakeDamage() — any damage-based death logic will be bypassed.
  • This is called automatically by the engine each tick for actors with bCheckEncroachmentOnMove; you should not need to call it manually in most cases.
  • KillZ is configured in World Settings. If your level has no floor and you rely on this as a fallback kill plane, make sure it is set to a reasonable value below the playable area.

Signature

ENGINE_API virtual bool CheckStillInWorld()

Return Type

bool

Example

Override to add custom out-of-world handling C++
bool AMyActor::CheckStillInWorld()
{
    if (!Super::CheckStillInWorld())
    {
        // Actor was destroyed by a world boundary check
        return false;
    }
    return true;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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