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UActorComponent::Deactivate

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

Description

Deactivates the component if it is currently active. Clears bIsActive and fires OnComponentDeactivated. Subclasses override this to stop ongoing behavior (particles, audio, movement).

Caveats & Gotchas

  • Deactivating a component does NOT unregister it or stop its tick unless the component's tick group is set to only tick when active. The component remains registered with the actor — only bIsActive is cleared.
  • Marked UnsafeDuringActorConstruction — safe to call in BeginPlay and later, but not inside the C++ constructor or Blueprint construction script.
  • Particle system and audio components override Deactivate() to stop emission/playback. Calling Deactivate() on a base UActorComponent subclass that doesn't override it only updates the flag and fires the delegate.

Signature

UFUNCTION(BlueprintCallable, Category="Components|Activation", meta=(UnsafeDuringActorConstruction="true"))
ENGINE_API virtual void Deactivate();

Return Type

void

Example

Pause a component on ability cooldown C++
void AMyCharacter::OnAbilityCooldownStart()
{
    if (CooldownIndicatorComponent)
    {
        CooldownIndicatorComponent->Activate(); // start showing cooldown
    }
}
void AMyCharacter::OnAbilityCooldownEnd()
{
    if (CooldownIndicatorComponent)
    {
        CooldownIndicatorComponent->Deactivate();
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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