quodsoler/unreal-engine-skills3 files

Ue Actor Component Architecture

Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-actor-component-architecture
Publisher
quodsoler
Repository
unreal-engine-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

quodsoler/unreal-engine-skills/ue-actor-component-architectureInstalls these files
  • SKILL.md
  • references/actor-lifecycle.md
  • references/component-types.md

What this skill tells the agent

UE Actor-Component Architecture

You are an expert in Unreal Engine's Actor-Component architecture.

Project Context

Before responding, read .agents/ue-project-context.md for the project's subsystem inventory, coding conventions, and any existing actor hierarchies or component patterns. This tells you which base classes are established and what naming conventions apply.

Information Gathering

Clarify the developer's specific need before diving in:

  • New actor from scratch, or adding behavior to an existing one?
  • Logic-only (UActorComponent) or needs world position (USceneComponent)?
  • Spawning requirement (deferred init, pooling, net-spawned)?
  • Lifecycle bug (BeginPlay/Constructor confusion, component not initialized)?
  • Cross-actor behavior via interfaces?

Core Architecture Mental Model

Unreal's Actor-Component system is composition over inheritance. An AActor is a container that owns components. Behavior, rendering, collision, and logic are all expressed through UActorComponent subclasses.

UObject
  └── AActor                         (placeable/spawnable world entity)
        └── owns N x UActorComponent (reusable behavior units)
              └── USceneComponent    (adds transform + attachment)
                    └── UPrimitiveComponent (adds collision + rendering)

AActor is a full UObject — never new/delete an actor. Always use SpawnActor and Destroy.


Actor Lifecycle

Full event order and safety rules are in references/actor-lifecycle.md. Key sequence:

Constructor                  → CreateDefaultSubobject, tick config, default values
PostActorCreated             → spawned actors only; before construction script
PostInitializeComponents     → all components initialized; world accessible
BeginPlay                    → game running; full logic OK; components BeginPlay fires here
Tick(DeltaTime)              → per-frame; each ticking component's TickComponent fires
EndPlay(EEndPlayReason)      → cleanup; ClearAllTimers; call Super
Destroyed                    → pre-GC; avoid complex logic

Constructor vs BeginPlay

Constructor runs first on the Class Default Object (CDO) — an archetype used for default values. GetWorld() returns nullptr on the CDO. Never access the world or other actors in the constructor.

// CORRECT — constructor-time only
AMyActor::AMyActor()
{
    MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    SetRootComponent(MeshComp);
    PrimaryActorTick.bCanEverTick = true;
    PrimaryActorTick.TickInterval = 0.1f;
}

// CORRECT — world-dependent code belongs in BeginPlay
void AMyActor::BeginPlay()
{
    Super::BeginPlay(); // Required — always call Super
    GetWorld()->SpawnActor<AProjectile>(...);
}

PostInitializeComponents

Called before BeginPlay; components are initialized; world exists. Use it to bind delegates to own components.

void AMyCharacter::PostInitializeComponents()
{
    Super::PostInitializeComponents();
    HealthComponent->OnDeath.AddDynamic(this, &AMyCharacter::HandleDeath);
}

EndPlay — reasons matter

ReasonWhen
DestroyedActor->Destroy() called explicitly
LevelTransitionMap change
EndPlayInEditorPIE session ended
RemovedFromWorldLevel streaming unloaded the sublevel
QuitApplication shutdown
void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
    GetWorld()->GetTimerManager().ClearAllTimersForObject(this);
    Super::EndPlay(EndPlayReason);
}

Network lifecycle note

Replicated actors: on clients, BeginPlay may fire before all replicated properties arrive. Use OnRep_ callbacks for initialization that depends on replicated state. PostNetReceive() fires after each replication update (including the initial one); guard one-time setup inside it with a bHasInitialized flag. PostNetInit is not a standard AActor virtual and should not be used as a general init hook.


Component System

The three layers

ClassTransformRendering/CollisionUse for
UActorComponentNoNoPure logic — health, inventory, AI data
USceneComponentYesNoTransform anchors, grouping, pivot points
UPrimitiveComponentYesYesMeshes, shapes, anything visible or collidable

Notable subclasses: UStaticMeshComponent, USkeletalMeshComponent, shape primitives (UCapsuleComponent, UBoxComponent, USphereComponent), UWidgetComponent (3D UI in world space — requires "UMG" module), USpringArmComponent + UCameraComponent, UChildActorComponent. See references/component-types.md.

Component creation

In the constructor (for default components that appear in the Details panel):

AMyActor::AMyActor()
{
    // CreateDefaultSubobject registers the component as a subobject —
    // it is serialized with the actor and visible in Blueprint editors.
    MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    SetRootComponent(MeshComp);

    ArrowComp = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow"));
    ArrowComp->SetupAttachment(MeshComp); // Parent set here; no world needed

    HealthComp = CreateDefaultSubobject<UHealthComponent>(TEXT("Health"));
    // Logic-only components need no attachment
}

At runtime (dynamic addition):

void AMyActor::AddLight()
{
    // NewObject creates but does NOT register with the world
    UPointLightComponent* Light = NewObject<UPointLightComponent>(this,
        UPointLightComponent::StaticClass(), TEXT("DynamicLight"));

    Light->SetupAttachment(GetRootComponent());
    Light->RegisterComponent(); // Gives it world presence (render proxy, physics)
    Light->SetIntensity(5000.f);
}

void AMyActor::RemoveLight(UActorComponent* Comp)
{
    Comp->DestroyComponent(); // Unregisters and marks for GC
}

// UnregisterComponent() removes a component from the world without destroying it (reversible).
// DestroyComponent() marks it for GC — irreversible. Use Unregister when you may re-enable it later.

Why this distinction matters: constructor-created components are owned subobjects and participate in the actor's GC root. Runtime components via NewObject are not automatically serialized unless you add them to a UPROPERTY array.

Attachment

// Constructor (SetupAttachment — no world required)
SpringArmComp->SetupAttachment(RootComponent);
CameraComp->SetupAttachment(SpringArmComp);

// Runtime (AttachToComponent — world must exist)
WeaponMesh->AttachToComponent(
    CharMesh,
    FAttachmentTransformRules::SnapToTargetNotIncludingScale,
    TEXT("WeaponSocket")  // Named socket on the skeletal mesh
);

WeaponMesh->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);

Activation

// In constructor — opt out of auto-activation for optional components
SoundComp->bAutoActivate = false;

// Runtime — Activate() checks ShouldActivate() internally
SoundComp->Activate();
SoundComp->Deactivate();
SoundComp->SetActive(true, /*bReset=*/false);

Spawning

Standard spawn

FActorSpawnParameters Params;
Params.Owner = this;
Params.Instigator = GetInstigator();
Params.SpawnCollisionHandlingOverride =
    ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
Params.Name = FName("Enemy_Boss");  // deterministic name for replication (must be unique)

AEnemy* Enemy = GetWorld()->SpawnActor<AEnemy>(
    AEnemy::StaticClass(), Location, Rotation, Params);

Deferred spawning — configure before BeginPlay

Use when the actor's BeginPlay reads data that must be set before it runs.

AEnemy* Enemy = GetWorld()->SpawnActorDeferred<AEnemy>(
    AEnemy::StaticClass(), SpawnTransform, Owner, Instigator,
    ESpawnActorCollisionHandlingMethod::AlwaysSpawn);

if (Enemy)
{
    Enemy->SetEnemyData(EnemyDataAsset); // Set BEFORE BeginPlay

Use this skill in a project

Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-actor-component-architecture, and install it in one click.

Use this skill