AActor::ClearInstanceComponents
#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); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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