AActor::GetAttachedActors
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintPure
Description
Populates OutActors with all actors that are directly attached to any component on this actor via scene attachment. Pass bRecursivelyIncludeAttachedActors = true to collect the entire attachment subtree.
Caveats & Gotchas
- • Only returns actors attached via scene component attachment (AttachToActor / AttachToComponent). Actors spawned as child actors via UChildActorComponent are included here only if their root component is also attached.
- • bResetArray defaults to true — if you call this in a loop and intend to accumulate results across actors, pass false and manage the array yourself.
- • The recursive flag performs a depth-first traversal and can be expensive on deep attachment chains; cache the result rather than calling every frame.
Signature
ENGINE_API void GetAttachedActors(TArray<AActor*>& OutActors, bool bResetArray = true, bool bRecursivelyIncludeAttachedActors = false) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutActors | TArray<AActor*>& | Array that receives the list of attached actors. | — |
| bResetArray | bool | If true, clears OutActors before populating it. | true |
| bRecursivelyIncludeAttachedActors | bool | If true, also includes actors attached to the directly-attached actors, and so on. | false |
Return Type
void Example
Destroy all directly attached actors C++
TArray<AActor*> Attached;
GetAttachedActors(Attached);
for (AActor* Child : Attached)
{
Child->Destroy();
} Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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