UActorComponent::PreRegisterComponentWithWorld
#include "Components/ActorComponent.h"
Access: public
Description
Pre-registers a component with a world as part of incremental level loading. Only called on components that return true from ShouldIncrementalPreRegister, allowing expensive setup to be spread over multiple frames.
Caveats & Gotchas
- • This is called before full registration (RegisterComponentWithWorld) and before the component is considered 'registered'. The component cannot be ticked or rendered while in the pre-registered state.
- • Do not call this manually from game code. It is invoked by the engine's incremental level streaming system. Override OnPreRegister or OnPreRegistered virtual callbacks if you need to hook into this phase.
Signature
ENGINE_API void PreRegisterComponentWithWorld(UWorld* InWorld) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InWorld | UWorld* | The world to pre-register the component with. | — |
Return Type
void Example
Override ShouldIncrementalPreRegister to opt in and hook OnPreRegister C++
bool UMyHeavyComponent::ShouldIncrementalPreRegister(UWorld* WorldContext) const
{
return true; // Opt into incremental pre-registration
}
void UMyHeavyComponent::OnPreRegister()
{
Super::OnPreRegister();
BeginExpensiveAsyncSetup(); // Kick off work during pre-registration window
} Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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