UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ActorComponent.cpp File Reference
#include "Components/ActorComponent.h"
#include "AI/NavigationSystemBase.h"
#include "Async/ParallelFor.h"
#include "ComponentRecreateRenderStateContext.h"
#include "ComponentReregisterContext.h"
#include "Components/PrimitiveComponent.h"
#include "ComponentUtils.h"
#include "Elements/Framework/EngineElementsLibrary.h"
#include "Engine/ActorChannel.h"
#include "Engine/AssetUserData.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/Engine.h"
#include "Engine/InputDelegateBinding.h"
#include "Engine/Level.h"
#include "Engine/LevelStreaming.h"
#include "Engine/LevelStreamingPersistent.h"
#include "Engine/MemberReference.h"
#include "Engine/NetDriver.h"
#include "Engine/SimpleConstructionScript.h"
#include "EngineStats.h"
#include "GameFramework/InputSettings.h"
#include "HAL/LowLevelMemStats.h"
#include "Logging/MessageLog.h"
#include "Misc/MapErrors.h"
#include "Misc/ScopeRWLock.h"
#include "Misc/TransactionallySafeRWLock.h"
#include "Misc/UObjectToken.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
#include "ObjectTrace.h"
#include "Physics/Experimental/PhysScene_Chaos.h"
#include "PhysicsEngine/BodySetup.h"
#include "ProfilingDebugging/AssetMetadataTrace.h"
#include "SceneInterface.h"
#include "UObject/FortniteReleaseBranchCustomObjectVersion.h"
#include "UObject/FrameworkObjectVersion.h"
#include "PSOPrecacheMaterial.h"
#include "Materials/MaterialInterface.h"
#include "ObjectCacheContext.h"
#include "AutoRTFM.h"
#include "Streaming/AsyncRegisterLevelContext.h"
#include "Iris/Core/IrisLog.h"
#include "Iris/ReplicationSystem/ReplicationFragment.h"
#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h"
#include "Net/Iris/ReplicationSystem/ReplicationSystemUtil.h"

Macros

#define LOCTEXT_NAMESPACE   "ActorComponent"
 
#define LOG_RENDER_STATE   0
 

Functions

 DEFINE_LOG_CATEGORY (LogActorComponent)
 
 DECLARE_CYCLE_STAT (TEXT("RegisterComponent"), STAT_RegisterComponent, STATGROUP_Component)
 
 DECLARE_CYCLE_STAT (TEXT("UnregisterComponent"), STAT_UnregisterComponent, STATGROUP_Component)
 
 DECLARE_CYCLE_STAT (TEXT("Component OnRegister"), STAT_ComponentOnRegister, STATGROUP_Component)
 
 DECLARE_CYCLE_STAT (TEXT("Component OnUnregister"), STAT_ComponentOnUnregister, STATGROUP_Component)
 
 DECLARE_CYCLE_STAT_WITH_FLAGS (TEXT("Component CreateRenderState"), STAT_ComponentCreateRenderState, STATGROUP_Component, EStatFlags::Verbose)
 
 DECLARE_CYCLE_STAT_WITH_FLAGS (TEXT("Component DestroyRenderState"), STAT_ComponentDestroyRenderState, STATGROUP_Component, EStatFlags::Verbose)
 
 DECLARE_CYCLE_STAT_WITH_FLAGS (TEXT("Component CreatePhysicsState"), STAT_ComponentCreatePhysicsState, STATGROUP_Component, EStatFlags::Verbose)
 
 DECLARE_CYCLE_STAT_WITH_FLAGS (TEXT("Component DestroyPhysicsState"), STAT_ComponentDestroyPhysicsState, STATGROUP_Component, EStatFlags::Verbose)
 
void UpdateAllPrimitiveSceneInfosForSingleComponent (UActorComponent *InComponent, TSet< FSceneInterface * > *InScenesToUpdateAllPrimitiveSceneInfosForBatching)
 
void UpdateAllPrimitiveSceneInfosForSingleComponentInterface (IPrimitiveComponent *InComponentInterface, TSet< FSceneInterface * > *InScenesToUpdateAllPrimitiveSceneInfosForBatching)
 
void UpdateAllPrimitiveSceneInfosForScenes (TSet< FSceneInterface * > ScenesToUpdateAllPrimitiveSceneInfos)
 

Variables

int32 GTickComponentLatentActionsWithTheComponent = 1
 
FAutoConsoleVariableRef GTickComponentLatentActionsWithTheComponentCVar (TEXT("t.TickComponentLatentActionsWithTheComponent"), GTickComponentLatentActionsWithTheComponent, TEXT(" 1: Tick component latent actions at the same time as the component (default)"))
 
bool GDefaultUseSubObjectReplicationList = false
 
int32 GEnableDeferredPhysicsCreation = 0
 
FAutoConsoleVariableRef CVarEnableDeferredPhysicsCreation (TEXT("p.EnableDeferredPhysicsCreation"), GEnableDeferredPhysicsCreation,)
 
int32 GPrecachePSOsOnComponentRecreateRenderContext = 1
 
FAutoConsoleVariableRef CVarPrecachePSOsOnComponentRecreateRenderContext (TEXT("r.PrecachePSOsOnComponentRecreateRenderContext"), GPrecachePSOsOnComponentRecreateRenderContext,)
 

Macro Definition Documentation

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "ActorComponent"

◆ LOG_RENDER_STATE

#define LOG_RENDER_STATE   0

Enable to log out all render state create, destroy and updatetransform events

Function Documentation

◆ DECLARE_CYCLE_STAT() [1/4]

DECLARE_CYCLE_STAT ( TEXT("Component OnRegister" ,
STAT_ComponentOnRegister  ,
STATGROUP_Component   
)

◆ DECLARE_CYCLE_STAT() [2/4]

DECLARE_CYCLE_STAT ( TEXT("Component OnUnregister" ,
STAT_ComponentOnUnregister  ,
STATGROUP_Component   
)

◆ DECLARE_CYCLE_STAT() [3/4]

DECLARE_CYCLE_STAT ( TEXT("RegisterComponent")  ,
STAT_RegisterComponent  ,
STATGROUP_Component   
)

◆ DECLARE_CYCLE_STAT() [4/4]

DECLARE_CYCLE_STAT ( TEXT("UnregisterComponent")  ,
STAT_UnregisterComponent  ,
STATGROUP_Component   
)

◆ DECLARE_CYCLE_STAT_WITH_FLAGS() [1/4]

DECLARE_CYCLE_STAT_WITH_FLAGS ( TEXT("Component CreatePhysicsState" ,
STAT_ComponentCreatePhysicsState  ,
STATGROUP_Component  ,
EStatFlags::Verbose   
)

◆ DECLARE_CYCLE_STAT_WITH_FLAGS() [2/4]

DECLARE_CYCLE_STAT_WITH_FLAGS ( TEXT("Component CreateRenderState" ,
STAT_ComponentCreateRenderState  ,
STATGROUP_Component  ,
EStatFlags::Verbose   
)

◆ DECLARE_CYCLE_STAT_WITH_FLAGS() [3/4]

DECLARE_CYCLE_STAT_WITH_FLAGS ( TEXT("Component DestroyPhysicsState" ,
STAT_ComponentDestroyPhysicsState  ,
STATGROUP_Component  ,
EStatFlags::Verbose   
)

◆ DECLARE_CYCLE_STAT_WITH_FLAGS() [4/4]

DECLARE_CYCLE_STAT_WITH_FLAGS ( TEXT("Component DestroyRenderState" ,
STAT_ComponentDestroyRenderState  ,
STATGROUP_Component  ,
EStatFlags::Verbose   
)

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogActorComponent  )

◆ UpdateAllPrimitiveSceneInfosForScenes()

void UpdateAllPrimitiveSceneInfosForScenes ( TSet< FSceneInterface * >  ScenesToUpdateAllPrimitiveSceneInfos)

◆ UpdateAllPrimitiveSceneInfosForSingleComponent()

void UpdateAllPrimitiveSceneInfosForSingleComponent ( UActorComponent InComponent,
TSet< FSceneInterface * > *  InScenesToUpdateAllPrimitiveSceneInfosForBatching 
)

◆ UpdateAllPrimitiveSceneInfosForSingleComponentInterface()

void UpdateAllPrimitiveSceneInfosForSingleComponentInterface ( IPrimitiveComponent InComponentInterface,
TSet< FSceneInterface * > *  InScenesToUpdateAllPrimitiveSceneInfosForBatching 
)

Variable Documentation

◆ CVarEnableDeferredPhysicsCreation

FAutoConsoleVariableRef CVarEnableDeferredPhysicsCreation(TEXT("p.EnableDeferredPhysicsCreation"), GEnableDeferredPhysicsCreation,) ( TEXT("p.EnableDeferredPhysicsCreation")  ,
GEnableDeferredPhysicsCreation   
)

◆ CVarPrecachePSOsOnComponentRecreateRenderContext

FAutoConsoleVariableRef CVarPrecachePSOsOnComponentRecreateRenderContext(TEXT("r.PrecachePSOsOnComponentRecreateRenderContext"), GPrecachePSOsOnComponentRecreateRenderContext,) ( TEXT("r.PrecachePSOsOnComponentRecreateRenderContext")  ,
GPrecachePSOsOnComponentRecreateRenderContext   
)

◆ GDefaultUseSubObjectReplicationList

bool GDefaultUseSubObjectReplicationList = false

Selects if actor and actorcomponents will replicate subobjects using the registration list by default.

◆ GEnableDeferredPhysicsCreation

int32 GEnableDeferredPhysicsCreation = 0

◆ GPrecachePSOsOnComponentRecreateRenderContext

int32 GPrecachePSOsOnComponentRecreateRenderContext = 1

◆ GTickComponentLatentActionsWithTheComponent

int32 GTickComponentLatentActionsWithTheComponent = 1

◆ GTickComponentLatentActionsWithTheComponentCVar

FAutoConsoleVariableRef GTickComponentLatentActionsWithTheComponentCVar(TEXT("t.TickComponentLatentActionsWithTheComponent"), GTickComponentLatentActionsWithTheComponent, TEXT(" 1: Tick component latent actions at the same time as the component (default)")) ( TEXT("t.TickComponentLatentActionsWithTheComponent")  ,
GTickComponentLatentActionsWithTheComponent  ,
TEXT(" 1: Tick component latent actions at the same time as the component (default)")   
)