AActor::IsChildActor
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableENGINE_API
Description
Returns true if this actor was spawned and is owned by a `UChildActorComponent`. Used to determine whether the actor's lifetime is managed by a parent component.
Caveats & Gotchas
- • Child actors are destroyed when their owning `UChildActorComponent` is destroyed or the parent actor is destroyed. Do not manually destroy a child actor with `Destroy()` unless you intend to invalidate the owning component.
- • Returns false for actors that were moved into a level's Child Actor Component slot but not yet spawned, and for actors spawned via `SpawnActor` even if they are later attached to a component.
Signature
ENGINE_API bool IsChildActor() const; Return Type
bool Example
Skip self-destruction logic for child actors C++
void AMyActor::OnHealthDepleted()
{
if (IsChildActor())
{
// Let the parent manage our lifetime; just notify instead
OnDefeated.Broadcast(this);
return;
}
Destroy();
} See Also
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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