UActorComponent::GetComponentChildElements
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Returns the logical child elements of this component for the Typed Elements hierarchy system. The base implementation is empty; override it in component subclasses that own typed element children.
Caveats & Gotchas
- • Part of the Typed Elements framework (UTypedElementHierarchyInterface). Only relevant if your component integrates with that system — most gameplay components never need to override this.
- • bAllowCreate=false is used in hot paths (e.g., editor selection queries) where constructing new handles would be too expensive; guard any handle creation behind that flag.
Signature
virtual void GetComponentChildElements(TArray<FTypedElementHandle>& OutElementHandles, const bool bAllowCreate = true) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutElementHandles | TArray<FTypedElementHandle>& | Array to populate with typed element handles for this component's logical children. | — |
| bAllowCreate | bool | Whether element handles may be created on demand if they do not already exist. | true |
Return Type
void Example
Exposing child typed element handles C++
void UMyComponent::GetComponentChildElements(TArray<FTypedElementHandle>& OutElementHandles, const bool bAllowCreate)
{
Super::GetComponentChildElements(OutElementHandles, bAllowCreate);
if (ChildHandle.IsSet())
{
OutElementHandles.Add(ChildHandle);
}
else if (bAllowCreate)
{
ChildHandle = CreateMyHandle();
OutElementHandles.Add(ChildHandle);
}
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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