RealDocs

AActor::OwnsComponent

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: const

Description

Returns true if the component is present in this actor's OwnedComponents set. Intended as a validation helper in assert/check contexts.

Caveats & Gotchas

  • This function is only compiled when `DO_CHECK` or `USING_CODE_ANALYSIS` is defined. In Shipping builds the function does not exist — code that calls it must be wrapped in `#if DO_CHECK` or it will fail to compile in Shipping.
  • Returns false for components that are owned by a child actor inside a ChildActorComponent, even though those components are logically 'part of' this actor hierarchy.
  • Use only for debug assertions, not for runtime logic. Prefer checking `Component->GetOwner() == this` for runtime ownership tests.

Signature

bool OwnsComponent(UActorComponent* Component) const

Parameters

Name Type Description Default
Component UActorComponent* The component to test for ownership.

Return Type

bool

Example

Debug assertion guarding component manipulation C++
#if DO_CHECK
    check(OwnsComponent(MyComp));
#endif
MyComp->SetActive(true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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