UActorComponent::CreationMethod
#include "Components/ActorComponent.h"
Access: public
Specifiers: UPROPERTY
Description
Describes how this component instance was created: natively in C++ code, via a Blueprint simple construction script, via a user construction script, or as a native child actor.
Caveats & Gotchas
- • Components created via construction scripts (EComponentCreationMethod::SimpleConstructionScript or UserConstructionScript) are re-created when the actor runs RerunConstructionScripts — native (C++) components are not. If you store state on a component, be aware it may be destroyed and recreated in the editor.
- • The value is serialized and used internally to determine re-registration behavior. Avoid modifying it at runtime; it is set by the engine during component creation.
Signature
UPROPERTY()
EComponentCreationMethod CreationMethod Example
Check if a component was created natively or via Blueprint C++
if (MyComp->CreationMethod == EComponentCreationMethod::Native)
{
// Safe to assume this component persists across construction script reruns
}
else if (MyComp->CreationMethod == EComponentCreationMethod::SimpleConstructionScript)
{
// Component was added in the Blueprint editor SCS
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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