RealDocs

AActor::UpdateComponentTransforms

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

Description

Propagates the actor's current world transform to all attached scene components, updating their cached transforms without re-registering them. A lighter-weight alternative to ReregisterAllComponents when only transforms need refreshing.

Caveats & Gotchas

  • This does not trigger a full re-registration or rebuild of the component hierarchy — it only propagates transforms. If a component's attachment state has changed, use ReregisterAllComponents instead.
  • Prefer calling this after bulk transform changes in editor tools; during normal gameplay the render thread will be notified automatically and explicit calls are usually unnecessary.

Signature

ENGINE_API void UpdateComponentTransforms()

Return Type

void

Example

Force transform propagation after manual root component move C++
// After manually modifying component relative transforms in a tool or construction script
RootComponent->SetRelativeScale3D(FVector(2.0f));
UpdateComponentTransforms();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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