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UActorComponent::ReceiveBeginPlay

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

Description

Blueprint implementable event fired when the component begins play. Called before the owning actor's BeginPlay, or immediately when a dynamically created component is registered to an actor that has already begun play.

Caveats & Gotchas

  • This is a BlueprintImplementableEvent — it has no C++ body. To add C++ logic at component begin-play, override BeginPlay() instead and call Super::BeginPlay() to ensure this Blueprint event fires.
  • The display name in Blueprint is 'Begin Play' (with a space), but the underlying UFUNCTION name is ReceiveBeginPlay — this matters when binding or searching for the event in generated code.

Signature

ENGINE_API void ReceiveBeginPlay()

Return Type

void

Example

Implementing the Begin Play event in a Blueprint component text
// In a Blueprint Component's event graph:
// Event Begin Play → (your initialization logic)
// This node corresponds to ReceiveBeginPlay and is called automatically by the engine.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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