APawn::PreInitializeComponents
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Called before component initialization begins. APawn uses this to set up AI controller auto-possession when AutoPossessAI is configured for spawn-time possession.
Caveats & Gotchas
- • Always call Super::PreInitializeComponents() first, or auto-possession logic will silently break.
- • This fires before BeginPlay and before components register — do not attempt to access component state or call functions that depend on initialized components here.
Signature
virtual void PreInitializeComponents() override; Return Type
void Example
Override to configure pre-init state C++
void AMyPawn::PreInitializeComponents()
{
Super::PreInitializeComponents();
// Set up data that must exist before components initialize
MyData = CreateDefaultSubobject<UMyDataComponent>(TEXT("MyData"));
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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