AActor::TeleportSucceeded
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called from TeleportTo() after a teleport completes successfully. Override this to react to the actor having been teleported, such as playing an effect or notifying components.
Caveats & Gotchas
- • The default implementation is empty — you must call Super::TeleportSucceeded() if you override it only as a best practice; there is nothing in the base to execute, but it maintains forward-compatibility.
- • bIsATest=true means the teleport was a probe movement (e.g. AI testing navmesh clearance) — do not play sound or visual effects when this flag is true.
- • This is called even for zero-distance teleports where the actor did not visually move. Check the new vs old location yourself if you need to distinguish real teleports from no-ops.
Signature
virtual void TeleportSucceeded(bool bIsATest) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bIsATest | bool | True if the teleport was a test movement (e.g. AI pathfinding probe) that should not trigger gameplay notifications. | — |
Return Type
void Example
Play a teleport effect when the actor is teleported C++
void AMyActor::TeleportSucceeded(bool bIsATest)
{
Super::TeleportSucceeded(bIsATest);
if (!bIsATest && TeleportEffect)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), TeleportEffect, GetActorLocation());
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?