AActor::GetActorLabelView
#include "GameFramework/Actor.h"
Access: public
Specifiers: const
Description
Returns a non-owning view into the actor's editor label string without allocating. Returns an empty view in shipping builds or when no label has been set.
Caveats & Gotchas
- • FStringView does not own the underlying memory — it is only valid as long as the actor (and its ActorLabel field) remains alive. Never store the view past a frame boundary or after any operation that could trigger a garbage collection.
- • In configurations where ACTOR_HAS_LABELS is not defined (standard shipping), this always returns an empty FStringView. Use GetActorNameOrLabel() if you need a guaranteed non-empty fallback.
Signature
FStringView GetActorLabelView() const Return Type
FStringView Example
Zero-copy label comparison in a hot loop C++
FStringView TargetLabel = TEXT("BossSpawnPoint");
for (AActor* Actor : AllActors)
{
if (Actor->GetActorLabelView() == TargetLabel)
{
BossSpawnPoint = Actor;
break;
}
} See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.1 | stable | Introduced alongside GetActorNameOrLabel for zero-copy access. |
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