AActor::ReregisterAllComponents
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Unregisters then re-registers all components on this actor. This is a heavy operation intended primarily for editor workflows — in game code prefer UpdateComponentTransforms or MarkComponentsRenderStateDirty for specific updates.
Caveats & Gotchas
- • This function is explicitly documented in the source as expensive; using it at runtime (especially on many actors per frame) will cause significant hitches.
- • Calling this in-game can invalidate cached render state and physics proxies for every component, which may cause one-frame visual artifacts.
Signature
ENGINE_API virtual void ReregisterAllComponents(); Return Type
void Example
Editor-time reregister after structural change C++
#if WITH_EDITOR
void AMyActor::OnEditorPropertyChanged()
{
ReregisterAllComponents();
}
#endif See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?