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AActor::K2_AttachRootComponentToActor

function Engine Blueprint Deprecated Since 4.0
Deprecated: Use AttachToActor() instead.
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableUE_DEPRECATED

Description

Deprecated Blueprint-facing wrapper that attaches this actor's root component to another actor's root component. Replaced by AttachToActor() with FAttachmentTransformRules since UE 4.17.

Caveats & Gotchas

  • Deprecated since UE 4.17 — prefer AttachToActor() with explicit FAttachmentTransformRules. The old EAttachLocation enum cannot independently set Location, Rotation, and Scale behaviours.
  • Attaches to the parent actor's root component; if the parent has a custom GetDefaultAttachComponent() override, this call bypasses that override — AttachToActor() respects it.

Signature

ENGINE_API void K2_AttachRootComponentToActor(AActor* InParentActor, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset, bool bWeldSimulatedBodies = true);

Parameters

Name Type Description Default
InParentActor AActor* The actor whose root component will become the parent.
InSocketName FName Optional socket on the parent actor's root 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):
// ChildActor->K2_AttachRootComponentToActor(ParentActor);

// Use this instead:
ChildActor->AttachToActor(
    ParentActor,
    FAttachmentTransformRules::KeepRelativeTransform);

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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