RealDocs

UActorComponent::IsPreRegistered

function Engine Since 5.0
#include "Components/ActorComponent.h"
Access: public Specifiers: inline

Description

Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created.

Caveats & Gotchas

  • A component that is pre-registered is not yet usable for gameplay — `IsRegistered()` is the correct check for whether a component is fully active.
  • This state exists to support deferred, batched registration during world load. Components may sit in the pre-registered state for multiple frames when many actors are being spawned simultaneously.

Signature

inline bool IsPreRegistered() const

Return Type

bool

Example

Distinguish pre-registered from fully registered C++
void UMyManager::CheckComponentState(UActorComponent* Comp)
{
    if (Comp->IsRegistered())
    {
        // Fully active
    }
    else if (Comp->IsPreRegistered())
    {
        // Queued but not yet active — wait for next frame
    }
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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