AActor::GetParentComponent
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns the UChildActorComponent that created this actor, or nullptr if this actor was not spawned by a child actor component. Useful for distinguishing a child actor from an independently spawned one.
Caveats & Gotchas
- • Returns nullptr for actors spawned via UWorld::SpawnActor or SpawnActorDeferred — only child actors created by a UChildActorComponent will return a valid pointer.
- • Do not confuse with GetAttachParentActor(), which walks the scene attachment hierarchy. GetParentComponent() specifically queries the ChildActorComponent ownership relationship, not spatial attachment.
- • The returned component belongs to the parent actor's component hierarchy, so accessing it from a different thread is not safe without locks.
Signature
ENGINE_API UChildActorComponent* GetParentComponent() const Return Type
UChildActorComponent* Example
Check if this actor is a child actor C++
void AMyActor::BeginPlay()
{
Super::BeginPlay();
if (UChildActorComponent* ParentComp = GetParentComponent())
{
UE_LOG(LogTemp, Log, TEXT("Spawned by ChildActorComponent on %s"), *ParentComp->GetOwner()->GetName());
}
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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