UActorComponent::IsOwnerSelected
#include "Components/ActorComponent.h"
Access: public
Description
Returns true if this component's owning actor is currently selected in the editor. Useful for conditional editor-only rendering or logic that should only apply to the selected actor.
Caveats & Gotchas
- • Always returns false at runtime — this is an editor-only concept that is not relevant during Play-In-Editor or packaged builds.
- • Does not indicate the component itself is selected; only the owning actor's selection state is checked.
- • Calling this on a component with no owner (GetOwner() == nullptr) will return false without crashing.
Signature
ENGINE_API bool IsOwnerSelected() const; Return Type
bool Example
Draw debug helpers only for the selected actor C++
#if WITH_EDITOR
void UMyComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (IsOwnerSelected())
{
// Refresh any editor visualizers for the selected actor
RefreshEditorVisualization();
}
}
#endif Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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