AActor::InitializeComponents
#include "GameFramework/Actor.h"
Access: public
Description
Iterates over all components and calls InitializeComponent on each one. This happens once per actor during the spawn sequence, before BeginPlay is dispatched.
Caveats & Gotchas
- • InitializeComponent on each UActorComponent is only called once in the component's lifetime — re-registering a component does not call it again.
- • If you add a component dynamically after the actor has already been initialized, you must call InitializeComponent on that specific component yourself; InitializeComponents will not retroactively cover it.
Signature
ENGINE_API void InitializeComponents(); Return Type
void Example
Called automatically — shows where it fits in the spawn lifecycle C++
// Spawn order (engine-managed, shown for context):
// 1. PostInitializeComponents
// 2. InitializeComponents <-- this function
// 3. BeginPlay
// In a component subclass:
void UMyComponent::InitializeComponent()
{
Super::InitializeComponent();
// One-time setup that requires the owner actor to exist
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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