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AActor::IsAttachedTo

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

Description

Walks up the component attachment chain to determine whether this actor is attached (directly or transitively) to the given actor.

Caveats & Gotchas

  • This checks component attachment, not movement base (standing-on) relationships. For character movement scenarios where a pawn stands on a non-attached base, use IsBasedOnActor instead.
  • The search traverses the full parent attachment chain upward, so it is O(depth) rather than O(1). Avoid calling it every frame for many actors.

Signature

virtual bool IsAttachedTo( const AActor* Other ) const

Parameters

Name Type Description Default
Other const AActor* The actor to test whether this actor is attached to.

Return Type

bool

Example

Verify child actor is attached before detaching C++
if (ChildActor->IsAttachedTo(this))
{
    ChildActor->DetachFromActor(FDetachmentTransformRules::KeepWorldTransform);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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