UActorComponent::ShouldIncrementalPreRegister
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Returns whether PreRegisterComponentWithWorld should be called for this component when its level is being added to the world incrementally. Override to opt into pre-registration for expensive component setup that benefits from streaming time-slicing.
Caveats & Gotchas
- • The base implementation returns false; you must explicitly override and return true to participate in incremental level streaming. Only components that perform heavy OnPreRegister work benefit from opting in.
- • PreRegisterComponentWithWorld is only invoked when this returns true; returning true incorrectly (for a lightweight component) adds scheduling overhead to the streaming pipeline without any gain.
Signature
ENGINE_API virtual bool ShouldIncrementalPreRegister(UWorld* WorldContext) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContext | UWorld* | The world the level is being added to. | — |
Return Type
bool Example
Opting a heavy component into incremental pre-registration C++
bool UMyHeavyComponent::ShouldIncrementalPreRegister(UWorld* WorldContext) const
{
// Only do incremental pre-register when streaming large open-world levels
return WorldContext && WorldContext->IsGameWorld();
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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