APawn::PostRegisterAllComponents
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Called after all components have been registered, but before BeginPlay. APawn overrides this to call UpdateNavAgent() so the navigation system receives accurate capsule size data.
Caveats & Gotchas
- • Always call Super::PostRegisterAllComponents() or the nav agent properties will not be updated, causing incorrect pathfinding for AI-controlled pawns.
- • This is called both in-editor and at runtime when the actor is added to the world, so code here may run in editor contexts where the game loop is not active.
Signature
virtual void PostRegisterAllComponents() override; Return Type
void Example
Override to finalize component-dependent setup C++
void AMyPawn::PostRegisterAllComponents()
{
Super::PostRegisterAllComponents();
// All components are now registered — safe to query them
if (USkeletalMeshComponent* Mesh = GetMesh())
{
Mesh->SetAnimationMode(EAnimationMode::AnimationBlueprint);
}
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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