AActor::SetAutoDestroyWhenFinished
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintSetter
Description
Sets whether this actor should automatically destroy itself when all its components are done and no timers or timelines remain active.
Caveats & Gotchas
- • For most custom actor subclasses, setting this to true has no effect without engine-side support for the 'finished' state — engine types like Particle System actors and audio actors use it; generic AActor subclasses do not unless they call Destroy() themselves.
- • This is a BlueprintSetter so it can be called from Blueprint event graphs on a per-instance basis, but the default is set in the constructor via the UPROPERTY default and cannot be changed in the CDO from Blueprint.
Signature
ENGINE_API void SetAutoDestroyWhenFinished(bool bVal); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bVal | bool | True to enable auto-destruction when the actor finishes. | — |
Return Type
void Example
Spawn a one-shot audio actor that cleans itself up C++
AAmbientSound* Sound = GetWorld()->SpawnActor<AAmbientSound>(SoundClass);
if (Sound)
{
Sound->SetAutoDestroyWhenFinished(true);
Sound->AudioComponent->Play();
} See Also
Tags
Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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