AActor::OutsideWorldBounds
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called by the engine when this actor is detected outside the hard limit on world bounds. The default implementation destroys the actor.
Caveats & Gotchas
- • The default implementation calls Destroy() — if you override this without calling Super or explicitly destroying the actor, it will remain alive in an invalid location outside the world, which can cause physics and rendering corruption.
- • This is triggered by the AWorldSettings::KillZ plane and the world bounds check in UWorld::Tick, not immediately when an actor crosses the soft bounds — there is some tolerance before this fires.
- • Pawns that fall below KillZ trigger FellOutOfWorld instead; OutsideWorldBounds applies to actors that exceed the XY extents of the world bounds box.
Signature
ENGINE_API virtual void OutsideWorldBounds() Return Type
void Example
Override to respawn instead of destroy C++
void AMyRespawnableActor::OutsideWorldBounds()
{
// Do not call Super — we handle the out-of-bounds case ourselves
UE_LOG(LogTemp, Warning, TEXT("%s left world bounds, respawning"), *GetName());
SetActorLocation(RespawnLocation);
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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