AActor::UpdateAllReplicatedComponents
#include "GameFramework/Actor.h"
Access: public
Description
Rebuilds the actor's ReplicatedComponents cache from scratch so it exactly matches all currently-owned components whose IsReplicated() returns true.
Caveats & Gotchas
- • This performs a full scan of all owned components and should not be called every frame. It is intended for one-time synchronisation after bulk component changes.
- • Called automatically during PostInitializeComponents and when ResetOwnedComponents runs — you rarely need to invoke it manually.
- • Any component that was in the cache but is no longer found will silently be removed, which may cause replication gaps if called at the wrong time.
Signature
ENGINE_API void UpdateAllReplicatedComponents() Return Type
void Example
Force full re-sync after bulk component swap C++
// After replacing many components in one operation:
for (UActorComponent* OldComp : OldComponents)
{
OldComp->DestroyComponent();
}
for (UActorComponent* NewComp : NewComponents)
{
NewComp->RegisterComponent();
}
UpdateAllReplicatedComponents(); // rebuild cache once Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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