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AGameModeBase::K2_OnRestartPlayer

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

Description

Blueprint event fired at the end of RestartPlayer and RestartPlayerAtPlayerStart after the pawn has been successfully spawned and possessed. Use this to trigger post-spawn game logic in Blueprint GameMode subclasses.

Caveats & Gotchas

  • Fires only after a successful spawn — if pawn spawning fails (e.g., blocked by geometry), K2_OnRestartPlayer is not called. Use FailedToRestartPlayer (C++ override) to handle that case.
  • The NewPlayer's pawn is already possessed by the time this fires, so GetPawn() on NewPlayer will return the newly spawned pawn.
  • This is a BlueprintImplementableEvent with no C++ base body. If you want equivalent functionality in C++ only, override FinishRestartPlayer instead.

Signature

ENGINE_API void K2_OnRestartPlayer(AController* NewPlayer);

Parameters

Name Type Description Default
NewPlayer AController* The controller of the player who just restarted.

Return Type

void

Example

Award spawn bonus in Blueprint text
// In Blueprint GameMode subclass, implement the OnRestartPlayer event:
// Event OnRestartPlayer (NewPlayer)
//   -> Cast to AMyPlayerController (NewPlayer)
//   -> Call AwardRespawnShield on the player's pawn

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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