AActor::PostRegisterAllComponents
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called after all components have been registered with the world. This is the last function called in all actor registration cases — both editor and gameplay — making it the safest place to run logic that depends on all components being ready.
Caveats & Gotchas
- • bHasRegisteredAllComponents is set to true immediately before this call. Code in this override can safely call HasActorRegisteredAllComponents() and expect true.
- • This is called in the editor for all placed actors; avoid gameplay-only assumptions. Also called after re-registration (e.g., after UnregisterAllComponents/RegisterAllComponents), so the override must be idempotent if it mutates actor state.
Signature
ENGINE_API virtual void PostRegisterAllComponents(); Return Type
void Example
Cache component references after full registration C++
void AMyActor::PostRegisterAllComponents()
{
Super::PostRegisterAllComponents();
// All components are registered; safe to query the hierarchy
CachedMesh = FindComponentByClass<UStaticMeshComponent>();
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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