APawn::GetHumanReadableName
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Returns a debug-friendly name for this pawn. Overrides AActor::GetHumanReadableName() to include the controller's name if one is present.
Caveats & Gotchas
- • The result includes the controller's GetName() appended to the actor name, which means the string changes when possession changes — do not store it as a stable identifier.
- • This is primarily used by debug tools and DisplayDebug(); it is not localised and should not be shown directly to players.
Signature
ENGINE_API virtual FString GetHumanReadableName() const override; Return Type
FString Example
Log pawn identity for debug output C++
UE_LOG(LogTemp, Log, TEXT("Pawn: %s"), *GetHumanReadableName());
// Output example: "BP_MyPawn_C_0 (Possessed by: PlayerController_0)" See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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