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AActor::HasActorBegunPlay

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: inline

Description

Returns true once BeginPlay has fully completed on this actor and EndPlay has not yet been called. The standard runtime 'alive and initialized' check.

Caveats & Gotchas

  • Returns false during the BeginPlay dispatch itself — use IsActorBeginningPlay() if you need to detect that window.
  • Actors spawned at runtime may briefly exist with HasActorBegunPlay() == false immediately after spawning if BeginPlay hasn't run yet, which can happen in the same frame before the deferred begin-play pass.

Signature

bool HasActorBegunPlay() const { return ActorHasBegunPlay == EActorBeginPlayState::HasBegunPlay; }

Return Type

bool

Example

Check before accessing gameplay-dependent state C++
void AMyActor::OnSomeEvent()
{
    if (!HasActorBegunPlay())
    {
        // Actor not yet fully initialized; skip
        return;
    }
    DoGameplayLogic();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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