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UAbilitySystemComponent::ClearActorInfo

function GameplayAbilities Since 4.15
#include "AbilitySystemComponent.h"
Access: public Specifiers: virtual

Description

Clears the owner and avatar actor references from the AbilityActorInfo structure. Called automatically when the owning actor is destroyed to prevent dangling pointers in active abilities.

Caveats & Gotchas

  • Does NOT cancel active abilities — abilities may continue to tick with a null avatar/owner until they naturally end or are force-cancelled. If you need a clean shutdown, cancel all abilities before or after calling this.
  • After this call, GetAvatarActor() and GetOwnerActor() return nullptr. Any ability code that caches these without checking will crash. Always null-check after possession changes.
  • In a PlayerState-owned ASC, this is typically called when the pawn unpossesses — not when the PlayerState is destroyed. The distinction matters for respawn flows.

Signature

UE_API virtual void ClearActorInfo();

Return Type

void

Example

Manual cleanup on unpossess C++
void AMyCharacter::UnPossessed()
{
    Super::UnPossessed();
    // If ASC is on PlayerState, clear avatar so stale pawn isn't referenced
    if (UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
    {
        ASC->ClearActorInfo();
    }
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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