UActorComponent::OnComponentCreated
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Called when a component is created (not loaded from a save). Fires in the editor and at runtime when the component is first instantiated. Use this for one-time setup that should not run on loaded instances.
Caveats & Gotchas
- • Not called when the component is loaded from disk (deserialization path). If your initialization must also run on load, use PostLoad or InitializeComponent instead.
- • In the editor this fires every time the construction script re-runs and creates a new instance of the component — do not assume it fires only once per game session.
Signature
ENGINE_API virtual void OnComponentCreated() Return Type
void Example
Performing one-time setup on creation C++
void UMyComponent::OnComponentCreated()
{
Super::OnComponentCreated();
// Safe to read owner and set up defaults here
if (AActor* Owner = GetOwner())
{
CachedOwnerName = Owner->GetFName();
}
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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