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UAbilitySystemComponent::RefreshAbilityActorInfo

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

Description

Re-queries the avatar actor's movement component, mesh, anim instance, and player controller, updating the cached AbilityActorInfo without changing the owner or avatar actor references themselves.

Caveats & Gotchas

  • Call this after late-spawned components are added to the avatar (e.g., a dynamically attached movement component), because InitAbilityActorInfo captures them at init time and won't see new additions automatically.
  • This does NOT update the OwnerActor or AvatarActor pointers — it only refreshes derived fields like MovementComponent and AnimInstance. To change actors entirely, use SetAvatarActor or InitAbilityActorInfo.
  • Safe to call at runtime, but avoid calling every frame — it iterates over the avatar's components internally. Call it in response to discrete events (possession, component add/remove).

Signature

UE_API void RefreshAbilityActorInfo();

Return Type

void

Example

Refresh after components are ready C++
void AMyCharacter::PostInitializeComponents()
{
    Super::PostInitializeComponents();
    // Components are all registered now — refresh so ASC picks them up
    if (UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
    {
        ASC->RefreshAbilityActorInfo();
    }
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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