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UActorComponent::SetAutoActivate

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

Description

Sets whether the component should automatically activate when it is registered with the world. Only safe to call during construction scripts or before the component is registered.

Caveats & Gotchas

  • Calling this after the component has already been registered and activated has no effect on the current activation state — it only affects future registrations.
  • The UFUNCTION metadata marks this as only safe during construction scripts (UnsafeDuringActorConstruction). Calling it at runtime on an already-active component will not deactivate it; use Deactivate() instead.

Signature

ENGINE_API virtual void SetAutoActivate(bool bNewAutoActivate)

Parameters

Name Type Description Default
bNewAutoActivate bool Whether the component should automatically activate when registered.

Return Type

void

Example

Disable auto-activate in constructor C++
UMyComponent::UMyComponent()
{
	PrimaryComponentTick.bCanEverTick = true;
	SetAutoActivate(false); // Require explicit Activate() call
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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