Description
Returns the UGameInstance that ultimately owns this actor's world. Use this to access game-wide subsystems, persistent state, and custom game instance data.
Caveats & Gotchas
- • A templated overload `GetGameInstance<T>()` exists to cast directly to your custom game instance class, returning null if the cast fails — prefer it over manually casting the result.
- • Returns null if the actor has no valid world. Avoid calling during the constructor.
Signature
ENGINE_API class UGameInstance* GetGameInstance() const Return Type
UGameInstance* Example
Access a custom game instance subsystem C++
void AMyActor::BeginPlay()
{
Super::BeginPlay();
UMyGameInstance* GI = GetGameInstance<UMyGameInstance>();
if (GI)
{
GI->RegisterActor(this);
}
} See Also
Tags
Version History
Introduced in: 4.4
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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