APawn::AutoPossessPlayer
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UPROPERTYEditAnywhere
Description
Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned. Set to Player0 for the typical single-player or split-screen primary player.
Caveats & Gotchas
- • This only works for local players — it has no effect in a multiplayer listen server scenario for clients. For dedicated server or net-spawned pawns, possession is always handled explicitly through GameMode or AController::Possess.
- • If both AutoPossessPlayer and AutoPossessAI are set, AutoPossessPlayer takes priority and no AI controller is spawned.
Signature
TEnumAsByte<EAutoReceiveInput::Type> AutoPossessPlayer Example
Auto-possess by player 0 in the constructor C++
AMyPawn::AMyPawn()
{
AutoPossessPlayer = EAutoReceiveInput::Player0;
} Tags
Version History
Introduced in: 4.6
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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