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UActorComponent::IsRegistered

function Engine Since 4.0
#include "Components/ActorComponent.h"
Access: public Specifiers: inline

Description

Returns true if this component is currently registered with the world, meaning it is active, ticking (if enabled), and has its render and physics state initialized.

Caveats & Gotchas

  • Returns false for components on CDOs (class default objects) and components that have been created but not yet registered — always check this before performing world-interaction operations like physics queries.
  • A component can be unregistered but still attached to an actor. `IsRegistered()` and `IsAttachedToActor()` are independent states.

Signature

inline bool IsRegistered() const { return bRegistered; }

Return Type

bool

Example

Guard world access with registration check C++
void UMyComponent::DoWorldQuery()
{
    if (!IsRegistered())
    {
        return;  // Component not yet active in the world
    }
    UWorld* World = GetWorld();
    // Safe to use World here
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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