APawn::IsLocallyViewed
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns true if a local PlayerController has this pawn as its ViewTarget — whether controlling or spectating. Useful for gating expensive visual effects to only the locally visible pawn.
Caveats & Gotchas
- • A locally controlled pawn may return false if the player is using a remote camera view (e.g., a security camera or cinematic). Do not use this as a proxy for 'is this my pawn'; use IsLocallyControlled() for that.
- • Always returns false on dedicated servers. Safe to call anywhere but the result is only meaningful on clients.
- • The underlying bIsLocalViewTarget flag is updated in BecomeViewTarget/EndViewTarget, so it reflects the previous frame's state. Avoid using it in scenarios where ViewTarget changes happen the same frame as the check.
Signature
bool IsLocallyViewed() const Return Type
bool Example
Toggle a first-person mesh based on local view C++
void AMyPawn::BeginPlay()
{
Super::BeginPlay();
if (FirstPersonMesh)
{
FirstPersonMesh->SetVisibility(IsLocallyViewed());
}
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?