RealDocs

AActor::ClearInstanceComponents

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

Description

Clears the InstanceComponents array, optionally destroying every component in it. Pass true to fully remove them from the world; pass false to only remove tracking without destroying.

Caveats & Gotchas

  • Passing bDestroyComponents=false leaves components alive in the world but no longer tracked by this actor — they will not be cleaned up when the actor is destroyed, which can cause dangling components.
  • This does not affect native or BlueprintCreatedComponents. Only components previously registered via AddInstanceComponent are cleared.

Signature

ENGINE_API void ClearInstanceComponents(bool bDestroyComponents)

Parameters

Name Type Description Default
bDestroyComponents bool If true, calls DestroyComponent() on each component before clearing the array.

Return Type

void

Example

Destroy all instance components on actor reset C++
// Fully remove all dynamically added components
ClearInstanceComponents(true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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