AActor::FinishAndRegisterComponent
#include "GameFramework/Actor.h"
Access: public
Description
Completes component setup by adding it to the actor's serialized components array and registering it with the world. Called at the end of CreateDefaultSubobject-style construction paths.
Caveats & Gotchas
- • This adds the component to the OwnedComponents and BlueprintCreatedComponents lists — do not call it on components that were already registered through another path or they will appear twice.
- • Must only be called during an actor's construction phase (constructor or OnConstruction). Calling it after BeginPlay can produce components that are partially initialized and unserialized.
Signature
ENGINE_API void FinishAndRegisterComponent(UActorComponent* Component); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Component | UActorComponent* | The component to finalize and register. | — |
Return Type
void Example
Used internally after CreateComponentFromTemplate C++
// Typical internal pattern (simplified):
UActorComponent* NewComp = CreateComponentFromTemplate(TemplateComp, DesiredName);
if (NewComp)
{
FinishAndRegisterComponent(NewComp);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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