AActor::UnregisterAllComponents
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Unregisters all currently registered components from the world. Typically called before destroying an actor or during reregistration to detach components from the rendering and physics systems.
Caveats & Gotchas
- • When called with bForReregister=true the engine skips certain costly teardown steps, so never use that flag unless you are about to immediately call ReregisterAllComponents.
- • Calling this outside of a reregister cycle (e.g. in game code) is almost never correct; prefer modifying individual components unless you specifically need to detach everything at once.
Signature
ENGINE_API virtual void UnregisterAllComponents(bool bForReregister = false); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bForReregister | bool | If true, RegisterAllComponents will be called immediately after, allowing some expensive operations to be skipped. | false |
Return Type
void Example
Manual reregister cycle C++
// Temporarily unregister, make structural changes, then reregister
MyActor->UnregisterAllComponents(/*bForReregister=*/true);
// ... modify component structure ...
MyActor->ReregisterAllComponents(); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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