RealDocs

AGameModeBase::K2_FindPlayerStart

function Engine Blueprint Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: UFUNCTIONBlueprintPure

Description

Blueprint-accessible wrapper for FindPlayerStart. Exposes player start selection to Blueprint graphs as a pure function. Prefer FindPlayerStart when overriding in C++.

Caveats & Gotchas

  • This is a non-virtual Blueprint wrapper — overriding FindPlayerStart in C++ is the correct way to customize spawn selection; K2_FindPlayerStart just delegates to it.
  • Marked BlueprintPure, so it has no execution pin in Blueprint graphs. If the search has side effects (e.g., claiming a spawn), those will fire unexpectedly if the node is evaluated multiple times in the same frame.
  • The display name in Blueprint is 'FindPlayerStart', identical to the C++ virtual — do not confuse the two when reading Blueprint graphs.

Signature

ENGINE_API AActor* K2_FindPlayerStart(AController* Player, const FString& IncomingName = TEXT(""));

Parameters

Name Type Description Default
Player AController* The controller for the player who needs a spawn location.
IncomingName const FString& Optional tag name of a specific PlayerStart actor to use. TEXT("")

Return Type

AActor*

Example

Use from Blueprint to preview spawn location text
// In a Blueprint GameMode event graph:
// Event BeginPlay
//   -> K2_FindPlayerStart (Player = GetPlayerController(0), IncomingName = '')
//   -> GetActorLocation -> Print String (shows where first player would spawn)

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.