ACharacter::PawnClientRestart
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverrideENGINE_API
Description
Called on the owning client when the pawn is restarted, typically after possession or respawn. ACharacter's override resets the animation state and re-links the movement component for the client.
Caveats & Gotchas
- • Only called on the owning client (locally controlled), not on simulated proxies or the server. Misplacing logic here that should run on the server is a common source of bugs.
- • If you override this, call Super::PawnClientRestart() — skipping it prevents the movement component and mesh from being properly re-initialized on the client after possession.
Signature
ENGINE_API virtual void PawnClientRestart() override; Return Type
void Example
Override to reset client-side state on restart C++
void AMyCharacter::PawnClientRestart()
{
Super::PawnClientRestart();
// Re-initialize any client-side UI or ability state here
if (AbilitySystemComponent)
{
AbilitySystemComponent->RefreshAbilityActorInfo();
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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