RealDocs

AActor::ResetOwnedComponents

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

Description

Clears and rebuilds the OwnedComponents set by walking the actor's full component hierarchy. Used to repair the set after undo/redo operations invalidate it.

Caveats & Gotchas

  • This is an expensive operation — it clears and re-traverses all children. Never call it in a hot path or per-tick; it exists for editor undo/redo and serialization recovery.
  • Calling this at runtime on a server-replicated actor can temporarily desync component lists between the authority and proxies if a replication tick fires mid-rebuild.
  • The function comment states it should rarely be called directly. If you find yourself needing it outside of undo/redo code, that is a signal that component ownership is being managed incorrectly.

Signature

void ResetOwnedComponents()

Return Type

void

Example

Usage in a custom PostEditUndo override C++
#if WITH_EDITOR
void AMyActor::PostEditUndo()
{
    Super::PostEditUndo();
    // Ensure component set is coherent after undo
    ResetOwnedComponents();
}
#endif

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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