UGameplayStatics::GetAllActorsWithTag
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticBlueprintCallable
Description
Populates OutActors with every actor in the world that has the given tag in its Tags array. Searches across all actor classes.
Caveats & Gotchas
- • Iterates all world actors on every call — same O(n) performance caveat as GetAllActorsOfClass. Cache the result; refresh only when the actor roster meaningfully changes.
- • Tags are actor-level tags (AActor::Tags), not component tags or GameplayTags. A component's tags are not searched here.
- • Tag comparison is case-sensitive (FName comparison). 'Enemy' and 'enemy' will not match.
Signature
static ENGINE_API void GetAllActorsWithTag(const UObject* WorldContextObject, FName Tag, TArray<AActor*>& OutActors); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to retrieve the world context. | — |
| Tag | FName | The actor tag to search for. Must be non-None or the output array will be empty. | — |
| OutActors | TArray<AActor*>& | Output array of actors that have the specified tag. | — |
Return Type
void Example
Destroy all actors tagged as temporary C++
TArray<AActor*> Temporaries;
UGameplayStatics::GetAllActorsWithTag(this, FName("Temporary"), Temporaries);
for (AActor* A : Temporaries)
{
A->Destroy();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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