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ACharacter::Restart

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverride

Description

Called by the Controller when the pawn is restarted after being possessed. ACharacter uses this to re-enable tick and reset the jump state so the character is ready to receive input.

Caveats & Gotchas

  • Restart is called by AController::Restart() after possession is established — do not call it manually as a substitute for re-possessing the pawn; use `Controller->Possess(Pawn)` instead.
  • If you call Super::Restart() and the character was previously turned off via TurnOff(), it will re-enable actor tick; make sure any other frozen state you set in TurnOff() is also cleared here.

Signature

ENGINE_API virtual void Restart() override;

Return Type

void

Example

Reset custom state when pawn is restarted C++
void AMyCharacter::Restart()
{
    Super::Restart();
    // Clear any death state so the character is fully operational again
    bIsDead = false;
    GetMesh()->SetSimulatePhysics(false);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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