UActorComponent::RegisterComponent
#include "Components/ActorComponent.h"
Access: public
Description
Registers this component with the world, creating its rendering and physics state. Also adds the component to its owner Actor's Components array if not already present.
Caveats & Gotchas
- • Must only be called when the component has a valid outer Actor that is already registered with a world; calling it on an unattached component or before the actor is spawned will assert.
- • For components created at runtime after actor spawn, you typically call RegisterComponent after AttachToComponent — failing to register leaves the component invisible and non-simulating despite being attached.
Signature
ENGINE_API void RegisterComponent() Return Type
void Example
Creating and registering a component at runtime C++
UStaticMeshComponent* Mesh = NewObject<UStaticMeshComponent>(this);
Mesh->SetStaticMesh(MyMesh);
Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
Mesh->RegisterComponent(); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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