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AGameModeBase::K2_OnLogout

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

Description

Blueprint-implementable event fired near the end of `Logout`. Implement in a Blueprint GameMode to react to a player leaving without overriding C++.

Caveats & Gotchas

  • In Blueprint this event appears as **OnLogout** (the `DisplayName` meta) — searching for `K2_OnLogout` in Blueprint will not find it.
  • `ExitingController->PlayerState` is still valid when this fires (same as `Logout`), but destruction of the controller begins shortly after. Do not store raw pointers to the controller.
  • This fires after `Super::Logout` and the global logout delegate, so all engine and plugin cleanup has already run by the time Blueprint handles this event.

Signature

ENGINE_API void K2_OnLogout(AController* ExitingController)

Parameters

Name Type Description Default
ExitingController AController* The controller that is leaving the game.

Return Type

void

Example

Show a departure message in Blueprint (pseudocode) text
Event OnLogout (ExitingController: Controller)
    -> Cast ExitingController to PlayerController
    -> Get PlayerState from result
    -> Print String: GetPlayerName() + ' has left the game.'

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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