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AActor::GetAllChildActors

function Engine Blueprint Since 4.14
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableENGINE_API

Description

Fills an array with all actors spawned by `UChildActorComponent` instances on this actor. Optionally recurses into nested child actors.

Caveats & Gotchas

  • This function populates the output array with actors spawned by `UChildActorComponent` specifically — it does **not** return actors from the `Children` array (actors that were attached via `AttachToActor`). These are two different concepts.
  • With `bIncludeDescendants = true`, the recursion can be expensive for deep hierarchies. If you only need to iterate once per frame, cache the result rather than calling this in Tick.

Signature

ENGINE_API void GetAllChildActors(TArray<AActor*>& ChildActors, bool bIncludeDescendants = true) const;

Parameters

Name Type Description Default
ChildActors TArray<AActor*>& Output array filled with all child actor instances.
bIncludeDescendants bool If true, recursively include children of children. If false, only direct children are returned. true

Return Type

void

Example

Notify all child actors of an event C++
void AMyParentActor::AlertChildren()
{
	TArray<AActor*> Children;
	GetAllChildActors(Children, /*bIncludeDescendants=*/true);
	for (AActor* Child : Children)
	{
		if (IAlertable* Alertable = Cast<IAlertable>(Child))
		{
			Alertable->OnAlert();
		}
	}
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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