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APawn::GetHumanReadableName

function Engine Since 4.0
#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)"

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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