UActorComponent::PostMigrate
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtualoverride
Description
Called after this component has been migrated to a new outer or context via the remote object handle system. Override to fix up internal state that references the old location.
Caveats & Gotchas
- • This override is only compiled when `UE_WITH_REMOTE_OBJECT_HANDLE` is defined — it is absent in standard engine builds without the experimental remote object subsystem enabled.
- • The base implementation updates the owning actor's component lists. Always call `Super::PostMigrate` or the actor's component bookkeeping will be left inconsistent.
Signature
ENGINE_API virtual void PostMigrate(const struct FUObjectMigrationContext& MigrationContext) override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MigrationContext | const struct FUObjectMigrationContext& | Context describing the migration operation, including source and destination. | — |
Return Type
void Example
Override to refresh cached owner reference after migration C++
#if UE_WITH_REMOTE_OBJECT_HANDLE
void UMyComponent::PostMigrate(const FUObjectMigrationContext& MigrationContext)
{
Super::PostMigrate(MigrationContext);
// Refresh any cached references that may have changed
CachedOwnerRef = GetOwner();
}
#endif See Also
Version History
Introduced in: 5.4
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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