APawn::PostInitializeComponents
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Called after all components have been initialized. APawn's implementation calls UpdateNavAgent() to register accurate nav agent properties with the navigation system.
Caveats & Gotchas
- • Always call Super::PostInitializeComponents() or nav agent registration may be skipped, causing the pawn to be invisible to the navigation system.
- • This runs before BeginPlay and before the pawn is possessed. Do not rely on Controller being valid here — use BeginPlay or PossessedBy for controller-dependent initialization.
Signature
virtual void PostInitializeComponents() override; Return Type
void Example
Cache component references after initialization C++
void AMyPawn::PostInitializeComponents()
{
Super::PostInitializeComponents();
// Components are now fully initialized — safe to cache references
CachedMesh = FindComponentByClass<USkeletalMeshComponent>();
check(CachedMesh);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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