UActorComponent::IsPreRegistered
#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
}
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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