ACharacter::BeginPlay
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverride
Description
Called when the game starts or when the character is spawned into the world. Override to perform initialization that requires a fully constructed world and component tree.
Caveats & Gotchas
- • Always call Super::BeginPlay() — ACharacter's implementation initializes movement base state and other internal systems.
- • Components are guaranteed to be initialized by the time BeginPlay fires, but gameplay-relevant state (e.g. possessing controller) may not be set yet if the pawn is spawned before being possessed.
Signature
virtual void BeginPlay() override Return Type
void Example
Basic BeginPlay override C++
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
// Safe to access all components and the world here
UE_LOG(LogTemp, Log, TEXT("Character spawned at %s"), *GetActorLocation().ToString());
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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