UActorComponent::ReceiveBeginPlay
#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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