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AActor::CreateComponentFromTemplateData

function Engine Since 4.15
#include "GameFramework/Actor.h"
Access: public

Description

Creates a component instance from pre-cooked serialized data, allowing Blueprint component construction to bypass the more expensive template duplication path used in the editor.

Caveats & Gotchas

  • This fast path is only valid in cooked builds; in non-cooked (editor) builds the engine falls back to CreateComponentFromTemplate automatically.
  • The FBlueprintCookedComponentInstancingData struct is generated by the Blueprint compiler at cook time — never construct one manually; incorrect data will silently produce a broken component.

Signature

ENGINE_API UActorComponent* CreateComponentFromTemplateData(const struct FBlueprintCookedComponentInstancingData* TemplateData, const FName InName = NAME_None);

Parameters

Name Type Description Default
TemplateData const struct FBlueprintCookedComponentInstancingData* Pre-cooked instancing data generated at cook time to fast-path component creation.
InName const FName Desired name for the new component instance. NAME_None

Return Type

UActorComponent*

Example

Called automatically by the Blueprint VM at runtime C++
// This is called by Blueprint construction script machinery.
// You will not call it directly in game code.
// Understanding when it runs:
// - Editor builds: CreateComponentFromTemplate is used instead
// - Cooked builds: this function is called for faster spawn times

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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