AActor::OnConstruction
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay. Use for editor-time procedural setup driven by actor properties.
Caveats & Gotchas
- • OnConstruction can be called multiple times in the editor whenever actor properties are changed — your implementation must be idempotent and handle repeated calls without leaking components or resources.
- • Do not spawn other actors or perform world-modifying operations in OnConstruction during editor-time calls; the world may not be fully loaded and undo/redo can leave orphaned objects.
- • Unlike BeginPlay, OnConstruction runs in the editor. Code inside it should not assume gameplay systems (game mode, timers, etc.) are available.
Signature
virtual void OnConstruction(const FTransform& Transform) {} Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Transform | const FTransform& | The transform the actor was constructed at. | — |
Return Type
void Example
Procedural mesh generation in editor C++
void AMyProceduralActor::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
// Regenerate procedural mesh based on current property values
ProceduralMesh->ClearAllMeshSections();
GenerateMesh();
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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