RealDocs

AActor::Children

property Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYTransient

Description

Array of all actors whose Owner is this actor. These are not necessarily spawned by a UChildActorComponent — any actor whose Owner is set to this actor will appear here.

Caveats & Gotchas

  • This array is managed by the engine via SetOwner()/GetOwner() — do not add or remove elements directly. Actors are added when their Owner is set to this actor and removed when the owner changes or the child is destroyed.
  • Children is marked Transient, so it is not serialized. After a level load the array is rebuilt at runtime; do not rely on it being populated before BeginPlay.
  • The array does not recursively include grandchildren. An actor owned by a child of this actor will appear in the child's Children array, not here.

Signature

UPROPERTY(Transient)
TArray<TObjectPtr<AActor>> Children;

Example

Iterate over owned child actors C++
for (AActor* Child : Children)
{
    if (Child && !Child->IsActorBeingDestroyed())
    {
        Child->SetActorHiddenInGame(true);
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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