UActorComponent::IsRegistered
#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
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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