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UBehaviorTreeComponent::UninitializeComponent

function AIModule Since 4.0
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public Specifiers: virtualoverride

Description

Overrides UActorComponent::UninitializeComponent to tear down the behavior tree instance stack and release runtime node memory before the component is destroyed.

Caveats & Gotchas

  • Called by the engine's component lifecycle, not something to invoke directly from game code.
  • Runs after EndPlay in the normal actor teardown sequence, so any cleanup relying on world state should happen in StopTree/EndPlay instead.
  • If overridden in a derived class, Super::UninitializeComponent() must be called or the tree instance stack and node memory can leak.

Signature

virtual void UninitializeComponent() override;

Return Type

void

Example

Extend cleanup in a derived component C++
void UMyBehaviorTreeComponent::UninitializeComponent()
{
	// Custom cleanup here
	Super::UninitializeComponent();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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