RealDocs

AActor::HandleRegisterComponentWithWorld

function Engine Since 4.0
#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

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.