APawn::PossessedBy
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtual
Description
Called on the server (or in standalone) immediately after a controller takes possession of this pawn. Override to run server-side setup that depends on knowing who is in control.
Caveats & Gotchas
- • Only called on the server or in standalone — never on client machines. Use `ReceivePossessed` (the Blueprint event) if you also need to react on the client side, but note that event is also server/authority only.
- • The `Controller` pointer is already set when this is called, so `GetController()` is valid inside the override. Calling `Super::PossessedBy()` is important — it sets up the player state reference and fires `ReceivePossessed`.
Signature
virtual void PossessedBy(AController* NewController) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewController | AController* | The controller that has just taken possession of this pawn. | — |
Return Type
void Example
Grant abilities on possession C++
void AMyPawn::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
if (AbilitySystemComponent)
{
AbilitySystemComponent->InitAbilityActorInfo(this, this);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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