AActor::K2_AttachRootComponentTo
Deprecated: Use AttachToComponent() instead.
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableUE_DEPRECATED
Description
Deprecated Blueprint-facing wrapper that attaches this actor's root component to a given scene component. Replaced by AttachToComponent() with FAttachmentTransformRules since UE 4.17.
Caveats & Gotchas
- • Deprecated since UE 4.17 — calling this in new C++ code will trigger a compile-time deprecation warning. Use AttachToComponent() with explicit FAttachmentTransformRules instead.
- • Uses the legacy EAttachLocation enum which lacks fine-grained scale control. FAttachmentTransformRules lets you independently control Location, Rotation, and Scale rules.
Signature
ENGINE_API void K2_AttachRootComponentTo(USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = true); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InParent | USceneComponent* | The scene component to attach this actor's root to. | — |
| InSocketName | FName | Optional socket on InParent to attach to. | NAME_None |
| AttachLocationType | EAttachLocation::Type | How to handle the actor's existing transform when attaching. | EAttachLocation::KeepRelativeOffset |
| bWeldSimulatedBodies | bool | Whether to weld simulated physics bodies together. | true |
Return Type
void Example
Preferred modern equivalent C++
// Old (deprecated):
// MyActor->K2_AttachRootComponentTo(SocketComponent, NAME_None);
// Use this instead:
MyActor->AttachToComponent(
SocketComponent,
FAttachmentTransformRules::SnapToTargetIncludingScale); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | deprecated | Deprecated since 4.17; retained for Blueprint compatibility only. |
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