RealDocs

APawn::NotifyControllerChanged

function Engine Since 5.0
#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
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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