UActorComponent::ReceiveEndPlay
#include "Components/ActorComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint implementable event fired when the component ends play, generally via the actor being destroyed or the level being unloaded.
Caveats & Gotchas
- • Like ReceiveBeginPlay, this is a BlueprintImplementableEvent with no default C++ body. C++ subclasses must override EndPlay() (and call Super) rather than ReceiveEndPlay to add teardown logic.
- • The EndPlayReason parameter is passed through to Blueprint — use it to distinguish between a deliberate actor destruction versus a PIE session ending, since cleanup requirements often differ.
Signature
ENGINE_API void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| EndPlayReason | EEndPlayReason::Type | The reason gameplay is ending for this component. | — |
Return Type
void Example
Responding to End Play in Blueprint text
// In a Blueprint Component's event graph:
// Event End Play (End Play Reason pin available) → (cleanup logic)
// Check End Play Reason to branch on Destroyed vs EndPlayInEditor. Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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