AActor::PostInitializeComponents

Override Hierarchy

AActor::PostInitializeComponents()

AAbilitySystemTestPawn::PostInitializeComponents()

ALobbyBeaconPlayerState::PostInitializeComponents()

PAPER2APaperCharacter::PostInitializeComponents()

APhysicsVolume::PostInitializeComponents()

APainCausingVolume::PostInitializeComponents()

AExponentialHeightFog::PostInitializeComponents()

ACineCameraActor::PostInitializeComponents()

APainCausingVolume::PostInitializeComponents()

AEmitterCameraLensEffectBase::PostInitializeComponents()

AGameState::PostInitializeComponents()

ASkeletalMeshActor::PostInitializeComponents()

AGameStateBase::PostInitializeComponents()

AGameState::PostInitializeComponents()

AEmitter::PostInitializeComponents()

AEmitterCameraLensEffectBase::PostInitializeComponents()

ADebugCameraController::PostInitializeComponents()

ALobbyBeaconState::PostInitializeComponents()

APlayerState::PostInitializeComponents()

AController::PostInitializeComponents()

ADebugCameraController::PostInitializeComponents()

AAIController::PostInitializeComponents()

APlayerController::PostInitializeComponents()

ADebugCameraController::PostInitializeComponents()

APawn::PostInitializeComponents()

AAbilitySystemTestPawn::PostInitializeComponents()

PAPER2APaperCharacter::PostInitializeComponents()

ACharacter::PostInitializeComponents()

PAPER2APaperCharacter::PostInitializeComponents()

AGameNetworkManager::PostInitializeComponents()

ALevelSequenceActor::PostInitializeComponents()

AAIController::PostInitializeComponents()

AHUD::PostInitializeComponents()

APlayerCameraManager::PostInitializeComponents()

ANavigationData::PostInitializeComponents()

ACharacter::PostInitializeComponents()

PAPER2APaperCharacter::PostInitializeComponents()

AWorldSettings::PostInitializeComponents()

APlayerController::PostInitializeComponents()

ADebugCameraController::PostInitializeComponents()

Syntax

virtual void PostInitializeComponents()

Remarks

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Example Code

LightSwitchBoth.cpp at line 22:

void ALightSwitchBoth::PostInitializeComponents()  
{  
    Super::PostInitializeComponents();  
    Sphere1->OnComponentBeginOverlap.AddDynamic(this, &ALightSwitchBoth::OnOverlapBegin);       // set up a notification for when this component overlaps something  
    Sphere1->OnComponentEndOverlap.AddDynamic(this, &ALightSwitchBoth::OnOverlapEnd);       // set up a notification for when this component overlaps something  
}

References

Module

Engine

Header

Runtime/Engine/Classes/GameFramework/Actor.h

Source

Runtime/Engine/Private/Actor.cpp