APawn::ReceivePossessed
#include "GameFramework/Pawn.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEventBlueprintAuthorityOnly
Description
Blueprint event fired on the server/authority when a controller possesses this pawn. Implement in Blueprint to react to possession without subclassing in C++.
Caveats & Gotchas
- • BlueprintAuthorityOnly — this event will NOT execute on clients in a multiplayer game, only on the server or in standalone. If you need client-side logic on possession, use `ReceiveControllerChanged` instead.
- • This is called from inside `PossessedBy`; if you override `PossessedBy` in C++ and do not call `Super::PossessedBy()`, this event will never fire.
Signature
void ReceivePossessed(AController* NewController) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewController | AController* | The controller that has just possessed this pawn. | — |
Return Type
void Example
React to possession by casting the new controller to PlayerController
Blueprint
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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