UE Actor-Component Architecture
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated โ do not use".
Build actors out of components: lifecycle hooks in the right order, spawning (immediate, deferred, pooled), component creation and attachment, ticking, and C++ interfaces. Everything here is in the Engine module (GameFramework/Actor.h, Components/ActorComponent.h, Components/SceneComponent.h, Engine/World.h) on top of CoreUObject; a game module's Build.cs needs "Core", "CoreUObject", "Engine".
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is aboutโฆ | Go to |
|---|---|
| Where code belongs: constructor, PostInitializeComponents, BeginPlay, EndPlay | Actor Lifecycle |
| Creating, attaching, activating components | Component System |
| Overriding component hooks (OnRegister, InitializeComponent, TickComponent) | Component Lifecycle Hooks |
| SpawnActor, deferred spawn, pooling | Spawning |
| Tick groups, tick interval, prerequisites, tick vs timer | Ticking |
| Cross-actor capability without casting | Interfaces |
| Splitting a fat actor into components, data-driven loadouts | Composition Patterns |
| Full event order, EEndPlayReason, network and child-actor timing | references/actor-lifecycle.md |
| Which built-in component to use, header paths, member APIs | references/component-types.md |
Mental Model
UObject
โโโ AActor placeable/spawnable; owns components GameFramework/Actor.h
โโโ UActorComponent logic only, no transform Components/ActorComponent.h
โโโ USceneComponent transform + attachment tree Components/SceneComponent.h
โโโ UPrimitiveComponent rendering + collision + physics Components/PrimitiveComponent.hNever new/delete an actor or component. Actors: UWorld::SpawnActor and AActor::Destroy(bool bNetForce = false, bool bShouldModifyLevel = true) (Actor.h:2327). Components: CreateDefaultSubobject/NewObject and UActorComponent::DestroyComponent(bool bPromoteChildren = false) (ActorComponent.h:1328).
Actor Lifecycle
Order from the AActor class comment (Actor.h:243-278); full table with citations in references/actor-lifecycle.md.
AActor::AActor() CDO + every instance. No world. CreateDefaultSubobject, tick config, defaults
UObject::PostLoad() level-placed actors only (not spawned)
UActorComponent::OnComponentCreated() native components on spawn (not when loaded from a level)
AActor::PreRegisterAllComponents() โ RegisterComponent() per component โ AActor::PostRegisterAllComponents()
AActor::PostActorCreated() spawned actors only, before construction scripts
UserConstructionScript() โ AActor::OnConstruction(const FTransform&)
AActor::PreInitializeComponents() gameplay only
UActorComponent::Activate() if bAutoActivate
UActorComponent::InitializeComponent() if bWantsInitializeComponent, once per session
AActor::PostInitializeComponents() components initialized; bind to own components here
AActor::BeginPlay() level is ticking; may be delayed for networked or child actors
AActor::Tick(float DeltaSeconds) if PrimaryActorTick.bCanEverTick
AActor::EndPlay(const EEndPlayReason::Type) base implementation forwards EndPlay to components
AActor::Destroyed() explicit Destroy() only; not on level streaming or game endConstructor vs BeginPlay
The constructor runs on the Class Default Object, where GetWorld() is nullptr. Anything that needs the world or other actors goes in PostInitializeComponents (own components) or BeginPlay (gameplay).
// MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
class UStaticMeshComponent;
class UMyHealthComponent;
UCLASS()
class MYGAME_API AMyActor : public AActor
{
GENERATED_BODY()
public:
AMyActor();
protected:
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UFUNCTION()
void HandleDeath();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(VisibleAnywhere, Category="Components")
TObjectPtr<UMyHealthComponent> HealthComp;
};// MyActor.cpp
#include "MyActor.h"
#include "Components/StaticMeshComponent.h"
#include "TimerManager.h"
#include "MyHealthComponent.h"
AMyActor::AMyActor()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = false;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
SetRootComponent(MeshComp); // SetupAttachment(MeshComp) parents a scene component here; no world needed
HealthComp = CreateDefaultSubobject<UMyHealthComponent>(TEXT("Health")); // logic-only: no attachment
}
void AMyActor::PostInitializeComponents()
{
Super::PostInitializeComponents();
HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath); // own components are initialized
}
void AMyActor::BeginPlay()
{
Super::BeginPlay();
SetActorTickEnabled(true); // gameplay starts here
}
void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
GetWorldTimerManager().ClearAllTimersForObject(this);
Super::EndPlay(EndPlayReason); // base forwards EndPlay to components
}
void AMyActor::HandleDeath() { Destroy(); }EEndPlayReason::Type (Engine/EngineTypes.h:3670-3685): Destroyed, LevelTransition, EndPlayInEditor, RemovedFromWorld, Quit. Clear timers and unbind delegates for every reason, then call Super::EndPlay(EndPlayReason).
Network note
On clients, BeginPlay "can be delayed for networked or child actors" (Actor.h:275). Property arrival hooks are PreNetReceive()/PostNetReceive() (Actor.h:2943-2946) and PostNetInit(), "always called immediately after spawning and reading in replicated properties" (Actor.h:2958). Replication rules, OnRep_ functions and RPCs are owned by ue-networking-replication.
Component System
| Class | Transform | Render/Collision | Use for |
|---|---|---|---|
UActorComponent |
No | No | Pure logic and data: health, inventory, cooldowns |
USceneComponent |
Yes | No | Anchors, pivots, grouping, attach points |
UPrimitiveComponent |
Yes | Yes | Meshes, shapes, anything visible or collidable |
Built-in subclasses, header paths and member APIs: references/component-types.md.
Writing a component
// MyHealthComponent.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyHealthComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FMyOnDeathSignature);
UCLASS(ClassGroup=(MyGame), meta=(BlueprintSpawnableComponent))
class MYGAME_API UMyHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
UMyHealthComponent();
UPROPERTY(BlueprintAssignable, Category="Health")
FMyOnDeathSignature OnDeath;
UFUNCTION(BlueprintCallable, Category="Health")
void ApplyDamage(float Amount);
protected:
virtual void InitializeComponent() override;
UPROPERTY(EditAnywhere, Category="Health")
float MaxHealth = 100.f;
UPROPERTY(VisibleInstanceOnly, Transient, Category="Health")
float CurrentHealth = 0.f;
};// MyHealthComponent.cpp
#include "MyHealthComponent.h"
UMyHealthComponent::UMyHealthComponent()
{
PrimaryComponentTick.bCanEverTick = false; // event-driven: no per-frame work
bWantsInitializeComponent = true; // opt in to InitializeComponent()
}
void UMyHealthComponent::InitializeComponent()
{
Super::InitializeComponent();
CurrentHealth = MaxHealth; // once per gameplay session, before BeginPlay
}
void UMyHealthComponent::ApplyDamage(float Amount)
{
CurrentHealth = FMath::Max(0.f, CurrentHealth - Amount);
if (CurrentHealth <= 0.f) { OnDeath.Broadcast(); }
}Component replication: bReplicates is private on UActorComponent (ActorComponent.h:267); call SetIsReplicatedByDefault(true) in the constructor or SetIsReplicated(true) later, and the owning actor must replicate. Details in ue-networking-replication.
Creating components at runtime
// In AMyActor (declared: void AddRuntimeLight();)
#include "Components/PointLightComponent.h"
void AMyActor::AddRuntimeLight()
{
// NewObject creates the UObject only; RegisterComponent creates render/physics state and enables tick.
UPointLightComponent* Light = NewObject<UPointLightComponent>(this, TEXT("RuntimeLight"));
Light->SetupAttachment(GetRootComponent()); // allowed before RegisterComponent
Light->RegisterComponent();
AddInstanceComponent(Light); // adds to InstanceComponents: visible in Details, serialized per instance
Light->SetIntensity(5000.f);
}UnregisterComponent() removes world presence but keeps the object (reversible); DestroyComponent() unregisters and marks it for GC. A component whose Outer is an actor is added to that actor's OwnedComponents (ActorComponent.cpp:600 in PostInitProperties, :951 on register), which AActor::AddReferencedObjects reports to GC (Actor.cpp:574), so it stays alive until DestroyComponent() or the actor dies, with or without a UPROPERTY. Still hold your own pointer in a UPROPERTY (TObjectPtr) so it is tracked and nulled safely; a raw pointer dangles after DestroyComponent().
Attachment
| Call | Where | Header |
|---|---|---|
SetupAttachment(USceneComponent* InParent, FName InSocketName = NAME_None) |
Constructor, or any unregistered component | SceneComponent.h:734 |
AttachToComponent(USceneComponent* InParent, const FAttachmentTransformRules& AttachmentRules, FName InSocketName = NAME_None) |
Runtime; valid registered or not, but prefer SetupAttachment before registration. Returns bool (false = rejected, parent unchanged) |
SceneComponent.h:752 |
DetachFromComponent(const FDetachmentTransformRules& DetachmentRules) |
Runtime | SceneComponent.h:786 |
AActor::AttachToComponent(...), AttachToActor(AActor* ParentActor, const FAttachmentTransformRules&, FName SocketName = NAME_None), DetachFromActor(const FDetachmentTransformRules&) |
Attach the whole actor via its root; both attach calls return bool |
Actor.h:2015, 2029, 2062 |
K2_AttachToComponent(...), K2_AttachToActor(...) |
Blueprint nodes only; C++ calls the non-K2_ forms |
Actor.h:2006, 2042 |
FAttachmentTransformRules presets (Engine/EngineTypes.h:78-81): KeepRelativeTransform, KeepWorldTransform, SnapToTargetNotIncludingScale, SnapToTargetIncludingScale; per-axis constructor FAttachmentTransformRules(EAttachmentRule InLocationRule, EAttachmentRule InRotationRule, EAttachmentRule InScaleRule, bool bInWeldSimulatedBodies). FDetachmentTransformRules presets (:125-126): KeepRelativeTransform, KeepWorldTransform.
void AMyCharacter::EquipWeapon(UStaticMeshComponent* WeaponMesh)
{
WeaponMesh->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("WeaponSocket"));
}Activation (ActorComponent.h)
uint8 bAutoActivate:1 is public (:317): set it in the constructor. Runtime: virtual void Activate(bool bReset = false) (:580), virtual void Deactivate() (:586), virtual void SetActive(bool bNewActive, bool bReset = false) (:594), virtual void ToggleActive() (:600), bool IsActive() const (:607; bIsActive is private). Gate activation by overriding virtual bool ShouldActivate() const (:807). Delegates OnComponentActivated / OnComponentDeactivated (:559, :563).
Component Lifecycle Hooks
Override these on UActorComponent subclasses; signatures are verbatim from Components/ActorComponent.h.
| Hook | Line | Fires |
|---|---|---|
virtual void OnComponentCreated() |
:1331 |
Native components when the actor is spawned; not for components loaded from a level |
virtual void OnRegister() / virtual void OnUnregister() |
:830, :835 |
Around world registration; render/physics state is created after OnRegister |
virtual void InitializeComponent() / virtual void UninitializeComponent() |
:919, :955 |
Only when bWantsInitializeComponent (:340) is true; once per session |
virtual void BeginPlay() / virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) |
:936, :949 |
Play start/stop |
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) |
:976 |
Requires PrimaryComponentTick.bCanEverTick and registration |
virtual void OnComponentDestroyed(bool bDestroyingHierarchy) |
:1338 |
From DestroyComponent |
HasBeenCreated(), HasBeenInitialized(), HasBegunPlay(), IsRegistered(), IsBeingDestroyed() |
:505-520, :1316 |
State queries; the bit fields are private |
GetOwner() (:538) and GetOwner<T>() (:542) return the owning actor; GetWorld() is valid once registered.
Spawning
FActorSpawnParameters (Engine/World.h:420-519): Name, Template, Owner, Instigator, OverrideLevel, SpawnCollisionHandlingOverride, TransformScaleMethod, bNoFail, bDeferConstruction, bAllowDuringConstructionScript, NameMode, ObjectFlags, CustomPreSpawnInitialization. Collision handling values (Engine/EngineTypes.h:4411-4423): Undefined, AlwaysSpawn, AdjustIfPossibleButAlwaysSpawn, AdjustIfPossibleButDontSpawnIfColliding, DontSpawnIfColliding.
// AMyEnemySpawner member: UPROPERTY(EditDefaultsOnly) TSubclassOf<AMyEnemy> EnemyClass;
AMyEnemy* AMyEnemySpawner::SpawnEnemy(const FVector& Location, const FRotator& Rotation)
{
FActorSpawnParameters Params;
Params.Owner = this;
Params.Instigator = GetInstigator();
Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
return GetWorld()->SpawnActor<AMyEnemy>(EnemyClass, Location, Rotation, Params);
}Deferred spawn: configure before construction and BeginPlay
SpawnActorDeferred<T>(UClass* Class, FTransform const& Transform, AActor* Owner = nullptr, APawn* Instigator = nullptr, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined, ESpawnActorScaleMethod TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot) (World.h:3851-3870) sets bDeferConstruction = true. Finish with FinishSpawning(const FTransform& Transform, bool bIsDefaultTransform = false, const FComponentInstanceDataCache* InstanceDataCache = nullptr, ESpawnActorScaleMethod TransformScaleMethod = ESpawnActorScaleMethod::OverrideRootScale) (Actor.h:3117). Until then the actor "is in a malformed state" (Actor.h:632).
// AMyEnemy declares: void SetEnemyData(UMyEnemyData* Data);
AMyEnemy* AMyEnemySpawner::SpawnEnemyFromData(const FTransform& SpawnTransform, UMyEnemyData* Data)
{
AMyEnemy* Enemy = GetWorld()->SpawnActorDeferred<AMyEnemy>(EnemyClass, SpawnTransform, this, GetInstigator(),
ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
if (!Enemy) { return nullptr; }
Enemy->SetEnemyData(Data); // runs before OnConstruction and BeginPlay
Enemy->FinishSpawning(SpawnTransform, false, nullptr, ESpawnActorScaleMethod::MultiplyWithRoot);
return Enemy;
}The two defaults differ: SpawnActorDeferred uses MultiplyWithRoot, FinishSpawning uses OverrideRootScale. Pass the scale method explicitly when the root component has a non-unit default scale.
Object pooling
SpawnActor/Destroy churn for projectiles or casings costs GC time. Park actors instead: hide, disable collision and tick; reuse by reversing. AActor has no IsActive(); use IsHidden() (Actor.h:4523) as the parked flag.
Full pooled-actor class (Acquire/Release with GC-safe storage): references/component-types.md.
Ticking
FTickFunction fields (Engine/EngineBaseTypes.h): bCanEverTick (:213), bStartWithTickEnabled (:217), bTickEvenWhenPaused (:209), bAllowTickOnDedicatedServer (:221), TickGroup (:196), EndTickGroup (:204), TickInterval (:258). Actors use PrimaryActorTick (Actor.h:318), components PrimaryComponentTick (ActorComponent.h:177).
AMyEnemy::AMyEnemy()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = false; // later: SetActorTickEnabled(true)
PrimaryActorTick.TickInterval = 0.1f; // later: SetActorTickInterval(0.1f)
PrimaryActorTick.TickGroup = TG_PostPhysics;
}ETickingGroup (EngineBaseTypes.h:83-109) |
Use |
|---|---|
TG_PrePhysics |
Default. Input, movement requests, AI decisions |
TG_DuringPhysics |
Work that does not read this frame's physics results |
TG_PostPhysics |
Camera, IK, anything reading final physics transforms |
TG_PostUpdateWork |
Last gameplay group |
TG_StartPhysics, TG_EndPhysics, TG_LastDemotable, TG_NewlySpawned |
Engine-internal; never assign |
Ordering between specific objects: AddTickPrerequisiteActor(AActor* PrerequisiteActor) and AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent) exist on both AActor (Actor.h:2093, 2097) and UActorComponent (ActorComponent.h:1355, 1359). SetTickableWhenPaused(bool bTickableWhenPaused) (Actor.h:2113, ActorComponent.h:618). Change group at runtime with SetTickGroup(ETickingGroup NewTickGroup) (Actor.h:3566, ActorComponent.h:1351). Fixed-step physics callbacks: bAsyncPhysicsTickEnabled (Actor.h:699) plus virtual void AsyncPhysicsTickActor(float DeltaTime, float SimTime) (Actor.h:2930); see ue-physics-collision.
When not to tick
| Need | Use instead |
|---|---|
| Delayed or repeating work | GetWorldTimerManager().SetTimer(FTimerHandle& InOutHandle, UserClass* InObj, TMethodPtr InTimerMethod, float InRate, bool InbLoop = false, float InFirstDelay = -1.f) (TimerManager.h:167) |
| React to state change | Dynamic multicast delegate on the component, bound in PostInitializeComponents |
| Collision | OnComponentBeginOverlap, OnComponentHit (PrimitiveComponent.h:1457-1475), OnActorBeginOverlap (Actor.h:1368); see ue-physics-collision |
| Cheap per-frame updates | Keep tick but throttle with TickInterval and disable with SetActorTickEnabled(false) when idle |
Interfaces
Use a UINTERFACE for a capability ("can be interacted with") that unrelated actors share; use a component when the behavior owns state or needs to tick. Blueprint-facing exposure rules (BlueprintImplementableEvent, meta= specifiers, latent actions) are owned by ue-blueprint-cpp-interop.
// MyInteractable.h
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "MyInteractable.generated.h"
UINTERFACE(MinimalAPI, Blueprintable)
class UMyInteractable : public UInterface
{
GENERATED_BODY()
};
class MYGAME_API IMyInteractable
{
GENERATED_BODY()
public:
// C++ default + Blueprint override; UHT also generates Execute_OnInteract(UObject*, AActor*) for safe calls
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="Interaction")
void OnInteract(AActor* InstigatorActor);
};Implementers inherit both classes, class MYGAME_API AMyChest : public AActor, public IMyInteractable, and override virtual void OnInteract_Implementation(AActor* InstigatorActor) override;. Callers never invoke OnInteract directly:
// Caller (AMyCharacter, declared: void TryInteract(AActor* Target);)
void AMyCharacter::TryInteract(AActor* Target)
{
if (Target && Target->Implements<UMyInteractable>()) // U-class for the reflection check
{
IMyInteractable::Execute_OnInteract(Target, this); // works for C++ and Blueprint implementers
}
// Components implementing the interface: FindComponentByInterface<IMyInteractable>() takes the I-class (Actor.h:3852)
}Composition Patterns
Prefer a flat actor plus components over deep hierarchies (AMyCharacter + UMyHealthComponent + UMyInventoryComponent), with one class and many data assets instead of one subclass per variant. Components talk through the owner (GetOwner()->FindComponentByClass<UMyHealthComponent>()) or through delegates, never through cached raw pointers to siblings. Data-driven loadouts add components at runtime from a TArray<TSubclassOf<UActorComponent>> on a data asset:
void AMyEnemy::ApplyLoadout(const UMyEnemyData* Data)
{
for (const TSubclassOf<UActorComponent>& CompClass : Data->ExtraComponents)
{
UActorComponent* Comp = NewObject<UActorComponent>(this, CompClass);
if (!Comp) { continue; }
Comp->RegisterComponent(); // starts ticking and registers with the world
AddInstanceComponent(Comp); // shows up in the details panel and is saved with the actor
}
}For components injected into actors by plugins or Game Features, use UGameFrameworkComponentManager::AddReceiver(AActor* Receiver, bool bAddOnlyInGameWorlds = true) from ModularGameplay (Beta in 5.8); see ue-game-features.
Deprecated โ do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
FindComponentByInterface<UMyInterface>() |
FindComponentByInterface<IMyInterface>() |
UE_DEPRECATED(5.5) in GameFramework/Actor.h:3844 |
PreDuplicate(FObjectDuplicationParameters&) |
PreDuplicateFromRoot(FObjectDuplicationParameters& DupParams) |
UE_DEPRECATED(5.6) in GameFramework/Actor.h:2413 |
Actor->LastRenderTime |
GetLastRenderTime() / SetLastRenderTime(float) |
UE_DEPRECATED(5.6) in GameFramework/Actor.h:138 |
NetUpdateFrequency = 30.f, MinNetUpdateFrequency = ..., NetCullDistanceSquared = ... |
SetNetUpdateFrequency(), SetMinNetUpdateFrequency(), SetNetCullDistanceSquared() |
UE_DEPRECATED(5.5) in GameFramework/Actor.h:898-909 |
BeginReplication() / EndReplication() overrides |
OnReplicationStartedForIris / OnStopReplicationForIris / FillReplicationParams; see ue-networking-replication |
UE_DEPRECATED(5.7) in GameFramework/Actor.h:3493-3506 |
APawn::GetMovementBase() |
GetMovementBaseObject() / GetMovementBaseInterfaceData(); see ue-character-movement |
UE_DEPRECATED(5.8) in GameFramework/Pawn.h:59 |
AttachTo(...), K2_AttachTo(...), AttachRootComponentTo(...) |
AttachToComponent(Parent, FAttachmentTransformRules, SocketName) |
UE_DEPRECATED(4.17) in GameFramework/Actor.h:1991, Components/SceneComponent.h:740 |
AttachRootComponentToActor(...) |
AttachToActor(ParentActor, FAttachmentTransformRules, SocketName) |
UE_DEPRECATED(4.17) in GameFramework/Actor.h:2018 |
DetachFromParent(bool), DetachRootComponentFromParent(bool) |
DetachFromComponent(FDetachmentTransformRules), DetachFromActor(FDetachmentTransformRules) |
UE_DEPRECATED(4.12) in Components/SceneComponent.h:768; UE_DEPRECATED(4.17) in GameFramework/Actor.h:2045 |
Comp->bReplicates = true |
SetIsReplicatedByDefault(true) (constructor) or SetIsReplicated(true) |
private member, Components/ActorComponent.h:264-267 |
Comp->bCreatedByConstructionScript |
Comp->CreationMethod == EComponentCreationMethod::UserConstructionScript or IsCreatedByConstructionScript() |
@deprecated Replaced by CreationMethod, Components/ActorComponent.h:306-310 |
SceneComp->RelativeLocation = ..., SceneComp->bVisible = ..., SceneComp->AttachParent |
SetRelativeLocation(), SetVisibility(), GetAttachParent() |
private members, Components/SceneComponent.h:109-183 |
Actor->bHidden |
IsHidden() / SetActorHiddenInGame(bool) |
private member, GameFramework/Actor.h:365 |
GetComponentsByClass(...) in C++ (the C++ name is K2_GetComponentsByClass) |
GetComponents<T>(OutArray) or TInlineComponentArray<T*> |
"intended to only be used by blueprints", GameFramework/Actor.h:3801-3807 |
LightmapType on primitives |
GetLightmapType() / SetLightmapType() |
UE_DEPRECATED(5.5) in Components/PrimitiveComponent.h:359 |
Common Mistakes
World access in the constructor: GetWorld() is nullptr on the CDO; SpawnActor, timers and lookups belong in BeginPlay, component binding in PostInitializeComponents.
Skipping Super::: every lifecycle override calls its Super:: (BeginPlay first thing; EndPlay(EndPlayReason) last). AActor::EndPlay is what forwards EndPlay to components; RouteEndPlay ensures against a missing Super::EndPlay (Actor.cpp:3230).
Pooled or cached actors outside a UPROPERTY: a plain TArray<AMyProjectile*> member is invisible to GC; declare UPROPERTY() TArray<TObjectPtr<AMyProjectile>>. For non-owning references in non-UObject code use TWeakObjectPtr<AActor> and check IsValid().
AttachToComponent in the constructor: the header allows it on unregistered components, but SetupAttachment is the intended call there (SceneComponent.h:745-746); use AttachToComponent from BeginPlay onward and check its bool result.
NewObject without RegisterComponent: the component never gets render or physics state and never ticks. Also call AddInstanceComponent if it should appear in the Details panel and survive serialization.
Deferred spawn without FinishSpawning: the actor stays in a malformed state (Actor.h:632); always pair SpawnActorDeferred with FinishSpawning.
Calling an interface method directly: Target->OnInteract(...) bypasses Blueprint implementers. Test with Implements<UMyInteractable>(), call through IMyInteractable::Execute_OnInteract(Target, ...).
Polling in Tick: if (HealthComp->IsDead()) every frame is replaced by binding OnDeath once; disable tick with SetActorTickEnabled(false) when nothing needs per-frame work.
Assuming child actors exist in PostInitializeComponents: UChildActorComponent children may begin play late (Actor.h:275); read GetChildActor() in or after BeginPlay.
Writing private component flags: bReplicates, bIsActive, bHasBegunPlay, RelativeLocation and bVisible are private; use the setters and queries listed in the tables above.
Related Skills
ue-cpp-foundationsโ UCLASS/UPROPERTY/UFUNCTION specifiers, TObjectPtr vs TWeakObjectPtr, subsystems, GC rulesue-gameplay-frameworkโ GameMode, GameState, PlayerController, Pawn, Character, damage without GASue-physics-collisionโ collision channels and profiles, overlap and hit events, sweeps, async physics tickue-networking-replicationโ SetReplicates, property replication, OnRep, RPCs, subobject replication, Irisue-gameplay-camerasโ USpringArmComponent, UCameraComponent, PlayerCameraManager, Gameplay Cameras pluginue-blueprint-cpp-interopโ Blueprint-implementable interfaces, BlueprintNativeEvent rules, latent actions, meta specifiersue-character-movementโ CharacterMovementComponent, movement base API, CMC vs Moverue-animation-systemโ USkeletalMeshComponent animation, AnimInstance, montagesue-audio-systemโ UAudioComponent playback, attenuation, MetaSoundsue-niagara-effectsโ UNiagaraComponent, system spawning, user parametersue-game-featuresโ ModularGameplay components, UGameFrameworkComponentManager, Game Feature actionsue-gameplay-abilitiesโ UAbilitySystemComponent placement on actorsue-state-treesโ UStateTreeComponent on actors and AI controllersue-ai-navigationโ perception and navigation componentsue-procedural-generationโ UProceduralMeshComponent, UDynamicMeshComponent, instancing at scaleue-editor-toolsโ detail customizations, editor utility widgets, UToolMenus and editor subsystemsue-input-systemโ Enhanced Input actions, mapping contexts, triggers, modifiers and user settingsue-mass-entityโ Mass processors, fragments, queries and entity traitsue-materials-renderingโ material instances, parameter collections, render targets and post processue-sequencer-cinematicsโ Level Sequences, playback, cine cameras and Movie Render Graphue-world-level-streamingโ World Partition, level streaming, data layers and travel