UActorComponent::IsEditableWhenInherited
#include "Components/ActorComponent.h"
Access: public
Description
Returns true if this component can be modified when it was inherited from a parent actor class. Use this to guard property edits or construction-script logic that should only run on components the child actor actually owns.
Caveats & Gotchas
- • A component that returns false here will have its properties locked to the parent class defaults in the Details panel; any programmatic modification at runtime still works but will not persist through serialization of the child blueprint.
- • The result depends on the component's creation method (CreationMethod == EComponentCreationMethod::Native or SimpleConstructionScript). Dynamically added components (EComponentCreationMethod::Instance) are always considered editable.
Signature
ENGINE_API bool IsEditableWhenInherited() const; Return Type
bool Example
Guard property change to inherited components C++
void UMyComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (!IsEditableWhenInherited())
{
// Silently skip — the property belongs to the parent class
return;
}
RebuildData();
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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