AActor::UpdateComponentTransforms
#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(); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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