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UActorComponent::SetActiveFlag

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

Description

Directly sets the internal `bIsActive` flag without triggering any virtual overrides or side effects. Prefer `Activate()`, `Deactivate()`, or `SetActive()` in most cases.

Caveats & Gotchas

  • This method bypasses all virtual behaviour — `OnComponentActivated` and `OnComponentDeactivated` delegates are NOT fired. Only use it when you need to initialize the flag value before the component has registered, such as from a constructor or from replicated property handling.
  • Because it skips the standard activation path, any subsystems that react to activation changes (particle systems, audio, etc.) will not be notified. If the component is already registered, those subsystems may be in an inconsistent state.

Signature

ENGINE_API void SetActiveFlag(const bool bNewIsActive)

Parameters

Name Type Description Default
bNewIsActive bool The raw value to assign to the bIsActive flag.

Return Type

void

Example

Set initial active state in constructor C++
UMyComponent::UMyComponent()
{
    // Start inactive; Activate() will be called after BeginPlay
    SetActiveFlag(false);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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