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APawn::PawnStartFire

function Engine Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: virtual

Description

Called by the PlayerController when the player presses a fire input. The base implementation is empty — override this in your pawn subclass to implement weapon firing or any action triggered by the fire button.

Caveats & Gotchas

  • This is a legacy entry point from the old input system and is only called when using the deprecated PlayerController::StartFire() binding. Projects using Enhanced Input should bind fire actions directly in SetupPlayerInputComponent() and not rely on this function.
  • The FireModeNum parameter is passed through from PlayerController::StartFire(uint8) — if you bind fire using the old input axis/action system, FireModeNum is always 0 unless you call StartFire(1) explicitly.

Signature

virtual void PawnStartFire(uint8 FireModeNum = 0)

Parameters

Name Type Description Default
FireModeNum uint8 Index identifying which fire mode to activate (0 = primary, 1 = secondary, etc.). 0

Return Type

void

Example

Route fire modes to a weapon component C++
void AMyPawn::PawnStartFire(uint8 FireModeNum)
{
	if (WeaponComponent)
	{
		if (FireModeNum == 0)
		{
			WeaponComponent->StartPrimaryFire();
		}
		else if (FireModeNum == 1)
		{
			WeaponComponent->StartSecondaryFire();
		}
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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