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UActorComponent::ComponentTags

property Engine Blueprint Since 4.0
#include "Components/ActorComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

An array of FName tags associated with this component. Useful for grouping, querying, and categorizing components at runtime without subclassing.

Caveats & Gotchas

  • Component tags are separate from actor tags (AActor::Tags). GetComponentsByTag() searches ComponentTags, while GetComponentsByClass does not. Use the right query for your data.
  • Tags are stored as FName, which is case-insensitive for comparisons but case-preserving in display. Avoid adding large numbers of tags per component — linear search cost scales with tag count.

Signature

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Tags)
TArray<FName> ComponentTags

Example

Querying components by tag C++
// Add a tag to a component at construction
MyComponent->ComponentTags.Add(FName("Interactable"));

// Later, find all components with that tag on an actor
TArray<UActorComponent*> Found = MyActor->GetComponentsByTag(UActorComponent::StaticClass(), FName("Interactable"));
for (UActorComponent* Comp : Found)
{
	// Process each tagged component
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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