APawn::ReceiveControllerChangedDelegate
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UPROPERTYBlueprintAssignable
Description
Multicast sparse delegate broadcast after the pawn's controller changes, on both the server and owning client. Bind to this in C++ or Blueprint to be notified without subclassing.
Caveats & Gotchas
- • BlueprintAssignable sparse delegates do not hold strong references — if the object you bind to is destroyed, unbind first to avoid dangling delegate handles.
- • Fires at the same moment as `ReceiveControllerChanged`; do not bind both unless you need the delegate and event for separate systems — they carry identical data.
Signature
FPawnControllerChangedSignature ReceiveControllerChangedDelegate Example
C++: bind to controller changed delegate C++
Pawn->ReceiveControllerChangedDelegate.AddDynamic(this, &UMyComponent::OnControllerChanged);
// Handler signature:
void UMyComponent::OnControllerChanged(APawn* InPawn, AController* OldController, AController* NewController)
{
// React to controller change
} Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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