APawn::EndViewTarget
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Called when this pawn stops being the view target of a PlayerController. The APawn override clears the internal flag set by BecomeViewTarget(), so that IsLocallyViewed() correctly returns false.
Caveats & Gotchas
- • Always call Super::EndViewTarget(PC) — the base implementation clears bIsLocalViewTarget; omitting it will cause IsLocallyViewed() to return true indefinitely after the camera has moved away.
- • Paired with BecomeViewTarget(), this is the correct place to undo visual changes made when the camera switched to this pawn (e.g. switching mesh visibility or disabling effects).
Signature
ENGINE_API virtual void EndViewTarget(APlayerController* PC) override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PC | APlayerController* | The PlayerController that is no longer viewing this pawn. | — |
Return Type
void Example
Restore third-person mesh when the camera switches away C++
void AMyPawn::EndViewTarget(APlayerController* PC)
{
Super::EndViewTarget(PC);
if (PC && PC->IsLocalController())
{
FirstPersonMesh->SetVisibility(false);
ThirdPersonMesh->SetVisibility(true);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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