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AActor::DetachRootComponentFromParent

function Engine Blueprint Deprecated Since 4.0
Deprecated: Use DetachFromActor() instead.
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableUE_DEPRECATED

Description

Deprecated function that detaches this actor's root component from its parent. Replaced by DetachFromActor() / K2_DetachFromActor() since UE 4.17.

Caveats & Gotchas

  • Deprecated since UE 4.17. Use DetachFromActor() with FDetachmentTransformRules instead, which gives separate control over Location, Rotation, and Scale detachment rules.
  • The bMaintainWorldPosition parameter maps to EDetachmentRule::KeepWorld; the modern API makes this more explicit and less error-prone when dealing with scaled parents.

Signature

ENGINE_API void DetachRootComponentFromParent(bool bMaintainWorldPosition = true);

Parameters

Name Type Description Default
bMaintainWorldPosition bool If true, compensates the transform so the actor stays in the same world-space position after detaching. true

Return Type

void

Example

Preferred modern equivalent C++
// Old (deprecated):
// MyActor->DetachRootComponentFromParent(true);

// Use this instead:
MyActor->DetachFromActor(FDetachmentTransformRules::KeepWorldTransform);

Version History

Introduced in: 4.0

Version Status Notes
5.6 deprecated Deprecated since 4.17; retained for Blueprint compatibility only.

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