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APawn::ReceiveControllerChangedDelegate

property Engine Blueprint Since 5.0
#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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