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AGameStateBase::ReceivedSpectatorClass

function Engine Since 4.14
#include "GameFramework/GameStateBase.h"
Access: public Specifiers: virtual

Description

Called when the `SpectatorClass` property becomes valid — on the server during init and on clients after replication. Override to react to the spectator pawn class being established.

Caveats & Gotchas

  • This fires on the server during `PostInitializeComponents` before any clients connect; clients receive it later via `OnRep_SpectatorClass`. Code placed here may execute at very different times depending on net mode.
  • Do not cache `SpectatorClass` before this fires — the value is transient and may be invalid until this callback runs.

Signature

ENGINE_API virtual void ReceivedSpectatorClass()

Return Type

void

Example

Log spectator class arrival C++
void AMyGameState::ReceivedSpectatorClass()
{
    Super::ReceivedSpectatorClass();
    UE_LOG(LogGame, Log, TEXT("SpectatorClass ready: %s"), *GetNameSafe(SpectatorClass));
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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