AActor::ProcessEvent
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualoverride
Description
Low-level UObject event dispatch entry point, overridden in AActor to intercept and redirect UFUNCTION calls — particularly for routing Blueprint events and remote-function calls through the actor's replication layer.
Caveats & Gotchas
- • This is called for every UFUNCTION invocation on an actor, including Blueprint events, RPCs, and delegates. Overriding without calling Super will break Blueprint execution, replication, and all dynamic dispatch for the actor.
- • ProcessEvent runs on the game thread for normal calls, but network RPCs may be queued and replayed. Never assume the call context is safe for arbitrary thread access.
Signature
ENGINE_API virtual void ProcessEvent( UFunction* Function, void* Parameters ) override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Function | UFunction* | The reflected UFunction to execute. | — |
| Parameters | void* | Pointer to the packed parameter frame for this call. | — |
Return Type
void Example
Intercept all UFUNCTION calls for debugging C++
void AMyActor::ProcessEvent(UFunction* Function, void* Parameters)
{
UE_LOG(LogTemp, Verbose, TEXT("ProcessEvent: %s"), *Function->GetName());
Super::ProcessEvent(Function, Parameters);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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