| public | function | UActorComponent::Activate | Activates the component if it is not already active (or if bReset is true). |
| public | function | UActorComponent::BeginPlay | Called when gameplay begins for this component, either when the owning actor begins play or immediately after the component is created if the actor has already begun play. |
| public | function | UActorComponent::Deactivate | Deactivates the component if it is currently active. |
| public | function | UActorComponent::EndPlay | Called when gameplay ends for this component. |
| public | function | UActorComponent::HasBegunPlay | Returns true after BeginPlay has been called on this component and before EndPlay has been called. |
| public | function | UActorComponent::IsComponentTickEnabled | Returns whether this component's primary tick function is currently enabled. |
| public | function | UActorComponent::IsRegistered | Returns true if this component is currently registered with the world, meaning it is active, ticking (if enabled), and has its render and physics state initialized. |
| public | function | UActorComponent::K2_DestroyComponent | Blueprint-callable version of DestroyComponent. |
| public | function | UActorComponent::ReceiveBeginPlay | Blueprint implementable event fired when the component begins play. |
| public | function | UActorComponent::ReceiveEndPlay | Blueprint implementable event fired when the component ends play, generally via the actor being destroyed or the level being unloaded. |
| public | function | UActorComponent::ReceiveTick | Blueprint-implementable event called every frame when ticking is enabled on the component. |
| public | function | UActorComponent::SetActive | Sets the component's active state in a single call — equivalent to calling Activate() or Deactivate() based on the boolean, but more convenient when toggling from data-driven logic. |
| public | function | UActorComponent::SetComponentTickEnabled | Enables or disables the primary tick function for this component. |
| public | function | UActorComponent::TickComponent | Called every frame to update the component. |
| public | function | UActorComponent::ToggleActive | Flips the component's active state — activates it if currently inactive, deactivates it if currently active. |
| public | function | UActorComponent::DestroyComponent | Unregisters the component, removes it from its owner Actor's Components array, and marks it for pending kill. |
| public | function | UActorComponent::HasBeenCreated | Returns true after OnCreatedComponent has been called and before OnDestroyedComponent has been called. |
| public | function | UActorComponent::HasBeenInitialized | Returns true after InitializeComponent has been called and before UninitializeComponent has been called. |
| public | function | UActorComponent::InitializeComponent | Called at level startup or actor spawn after registration but before BeginPlay. |
| public | function | UActorComponent::IsBeingDestroyed | Returns true if the component has begun its destruction sequence but has not yet been fully destroyed. |
| public | function | UActorComponent::IsReadyForOwnerToAutoDestroy | Returns whether this component will block its owning actor from auto-destroying. |
| public | function | UActorComponent::OnComponentCreated | Called when a component is created (not loaded from a save). |
| public | function | UActorComponent::OnComponentDestroyed | Called just before the component is destroyed. |
| public | function | UActorComponent::RegisterComponent | Registers this component with the world, creating its rendering and physics state. |
| public | function | UActorComponent::RegisterComponentWithWorld | Registers a component with a world, creating its visual and physical state. |
| public | function | UActorComponent::ReregisterComponent | Unregisters the component and immediately re-registers it, rebuilding its render and physics state from scratch. |
| public | function | UActorComponent::SetTickableWhenPaused | Controls whether this component's tick continues to fire while the game is paused. |
| public | function | UActorComponent::UninitializeComponent | Called from AActor::EndPlay only if InitializeComponent was previously called. |
| public | function | UActorComponent::UnregisterComponent | Unregisters this component from the world, destroying its rendering and physics state, but does not mark it for garbage collection. |
| public | function | UActorComponent::AllowReregistration | Returns whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction). |
| public | function | UActorComponent::AsyncPhysicsTickComponent | Override to implement custom logic executed every physics sub-step on the physics thread. |
| public | function | UActorComponent::GetComponentInstanceData | Called before construction scripts are rerun to capture any component state that should survive the component being destroyed and recreated. |
| public | function | UActorComponent::IsOwnerRunningUserConstructionScript | Returns true while the owning actor is executing its Blueprint User Construction Script (UCS). |
| public | function | UActorComponent::IsPreRegistered | Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created. |
| public | function | UActorComponent::IsPreRegistering | Returns true while this component is in the pre-registering phase — after `RegisterComponent` has been called but before the component is fully registered and its physics/render state has been created. |
| public | function | UActorComponent::IsPreUnregistered | Returns true after the pre-unregistering pass has completed, meaning the component is no longer active but may not yet have been fully removed from the world's component lists. |
| public | function | UActorComponent::IsPreUnregistering | Returns true while this component is transitioning through the pre-unregistering phase — `UnregisterComponent` has been initiated but render and physics teardown has not yet completed. |
| public | function | UActorComponent::OnEndOfFrameUpdateDuringTick | Called by the engine when an end-of-frame render update occurs while a tick is still in progress. |
| public | function | UActorComponent::PostApplyToComponent | Called after ApplyToComponent has run during construction script re-runs. |
| public | function | UActorComponent::PreRegisterComponentWithWorld | Pre-registers a component with a world as part of incremental level loading. |
| public | function | UActorComponent::PreUnregisterComponentFromWorld | Pre-unregisters a component from the world when its level is being incrementally removed. |
| public | function | UActorComponent::ReceiveAsyncPhysicsTick | Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true. |
| public | function | UActorComponent::RegisterAllComponentTickFunctions | Calls the virtual RegisterComponentTickFunctions chain to register or unregister all tick functions for this component. |
| public | function | UActorComponent::SetActiveFlag | Directly sets the internal `bIsActive` flag without triggering any virtual overrides or side effects. |
| public | function | UActorComponent::SetComponentTickEnabledAsync | Spawns a game-thread task that calls SetComponentTickEnabled, allowing tick state changes to be queued from non-game threads without requiring a mutex. |
| public | function | UActorComponent::SetupActorComponentTickFunction | Configures a tick function with standard component tick rules: tick after the actor, skip static or template actors, and respect the owner's pause-tick setting. |