UActorComponent::GetReadableName
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtualconst
Description
Returns a human-readable display name for this component, including the asset name if AdditionalStatObject() is provided. Used in stat output, visualizers, and debug overlays.
Caveats & Gotchas
- • The default implementation concatenates the component name with a space and the name of the object returned by AdditionalStatObject() — override AdditionalStatObject() rather than GetReadableName() to append asset names.
- • The returned string is intended for display and logging only; it is not stable or unique across sessions and should not be used as an identifier.
- • This can be called from stat commands on the render thread or game thread, so implementations must be thread-safe.
Signature
ENGINE_API virtual FString GetReadableName() const; Return Type
FString Example
Override AdditionalStatObject to enrich the readable name C++
UObject const* UMyMeshComponent::AdditionalStatObject() const
{
// Appends the mesh asset name to this component's readable name in stats
return StaticMesh;
}
// Result of GetReadableName() becomes e.g. "MyMeshComponent SM_Cube" Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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