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AActor::GetAutoDestroyWhenFinished

function Engine Since 4.8
#include "GameFramework/Actor.h"
Access: public Specifiers: inline

Description

Returns whether this actor will automatically destroy itself when all its relevant components report that they are finished and no timelines or timers are in flight.

Caveats & Gotchas

  • The underlying bAutoDestroyWhenFinished flag is only checked by the engine for actors like AMatineeActor and audio actors — custom actor classes must implement their own 'finished' detection and call Destroy() themselves; setting this flag alone does nothing for arbitrary actor subclasses.
  • This is a private field exposed via a getter, so it cannot be set via C++ assignment — use SetAutoDestroyWhenFinished() to change it.

Signature

bool GetAutoDestroyWhenFinished() const { return bAutoDestroyWhenFinished; }

Return Type

bool

Example

Check auto-destroy state before spawning a duplicate C++
if (!ExistingActor->GetAutoDestroyWhenFinished())
{
    // Actor won't clean itself up — track it manually
    TrackedActors.Add(ExistingActor);
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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