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UActorComponent::ComponentIsInLevel

function Engine Since 4.0
#include "Components/ActorComponent.h"
Access: public Specifiers: const

Description

Returns true if this component's owning actor is contained in the given level. Used for level-membership queries, particularly in streaming scenarios.

Caveats & Gotchas

  • Returns false if the component has no owning actor or the owning actor has no outer level, not just when the level doesn't match. Always guard against null TestLevel input.
  • This checks the actor's actual level, not the world partition grid cell. In open-world/HLOD setups the result may differ from the cell currently streamed in.

Signature

ENGINE_API bool ComponentIsInLevel(const class ULevel *TestLevel) const

Parameters

Name Type Description Default
TestLevel const ULevel* The level to test membership against.

Return Type

bool

Example

Check if a component belongs to a specific streaming level C++
ULevelStreaming* StreamingLevel = UGameplayStatics::GetStreamingLevel(this, FName("MyLevel"));
if (StreamingLevel && MyComponent->ComponentIsInLevel(StreamingLevel->GetLoadedLevel()))
{
	// Component lives in MyLevel
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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