APawn::NotifyControllerChanged
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtual
Description
Calls `ReceiveControllerChanged` and broadcasts `ReceiveControllerChangedDelegate` on both the server and owning client. This is the engine's notification pump for controller transitions.
Caveats & Gotchas
- • Override this only if you need to delay or suppress the controller-change notification (e.g., waiting for replicated data). In normal gameplay, do not call it manually — the engine calls it at the right time.
- • If you override without calling `Super::NotifyControllerChanged()`, neither the Blueprint event nor the delegate will fire, silently breaking any subscribers.
Signature
virtual void NotifyControllerChanged() Return Type
void Example
Override to delay notification until data replicates C++
void AMyPawn::NotifyControllerChanged()
{
if (bDataReady)
{
Super::NotifyControllerChanged();
}
// else: called later once data arrives
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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