AActor::FinishAddComponent
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Completes the registration of a component that was created with bDeferredFinish=true. Called by Blueprint after expose-on-spawn properties have been set on the component.
Caveats & Gotchas
- • Do not call this on a component that was already fully registered (bDeferredFinish=false in AddComponent). Calling it twice will attempt to re-register and may cause asset/render state corruption.
- • The component is not usable (no physics, no render state, no ticking) until FinishAddComponent completes. Accessing component functionality between AddComponent and FinishAddComponent in the deferred path is undefined behavior.
Signature
ENGINE_API void FinishAddComponent(UActorComponent* Component, bool bManualAttachment, const FTransform& RelativeTransform) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Component | UActorComponent* | The component returned from AddComponent/AddComponentByClass to finish registering. | — |
| bManualAttachment | bool | Whether the caller will handle attachment manually. | — |
| RelativeTransform | const FTransform& | Relative transform to apply during auto-attachment. | — |
Return Type
void Example
Deferred component creation in Blueprint (conceptual) C++
// This pattern is used internally by Blueprint 'Add Component' nodes
// when Expose on Spawn variables are present:
UActorComponent* Comp = AddComponent(TemplateName, false, RelTransform, Context, /*bDeferredFinish=*/true);
// ... set expose-on-spawn properties on Comp here ...
FinishAddComponent(Comp, false, RelTransform); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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