RealDocs

AActor::SetHasActorRegisteredAllComponents

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

Description

Sets the internal bHasRegisteredAllComponents flag to true. Must be called immediately before PostRegisterAllComponents() to put the actor into a consistent state.

Caveats & Gotchas

  • This is an engine-internal housekeeping call — game code almost never needs to invoke it directly. Calling it at the wrong time can leave the actor in an inconsistent state where HasActorRegisteredAllComponents() returns true but components are not actually registered.
  • There is no matching 'clear' overload; the flag is reset to false inside PostUnregisterAllComponents(), which is called by the engine automatically.

Signature

void SetHasActorRegisteredAllComponents() { bHasRegisteredAllComponents = true; }

Return Type

void

Example

Typical engine-side usage pattern C++
// As done by the engine before calling PostRegisterAllComponents:
void AActor::RegisterAllComponents()
{
    // ... register each component ...
    SetHasActorRegisteredAllComponents();
    PostRegisterAllComponents();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.