AActor::HandleRegisterComponentWithWorld
#include "GameFramework/Actor.h"
Access: public
Description
Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.
Caveats & Gotchas
- • This is called internally by the component registration pipeline — do not call it directly unless you are building custom component registration logic.
- • If BeginPlay has already been dispatched on the actor, this function ensures the newly registered component also receives BeginPlay, so late-added components are initialized correctly.
Signature
ENGINE_API void HandleRegisterComponentWithWorld(UActorComponent* Component); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Component | UActorComponent* | The component that has just finished registering with the world. | — |
Return Type
void Example
Called automatically during component registration C++
// Typically invoked by UActorComponent::RegisterComponentWithWorld
// You rarely call this directly. Example of where it fits:
UMyComponent* Comp = NewObject<UMyComponent>(this);
Comp->RegisterComponent(); // internally calls HandleRegisterComponentWithWorld Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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