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APawn::ReceiveRestarted

function Engine Blueprint Since 5.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: UFUNCTIONBlueprintImplementableEvent

Description

Blueprint event fired after the pawn is restarted (usually after possession). Called on the server for all pawns and on the owning client for player pawns.

Caveats & Gotchas

  • For AI-controlled pawns this fires only on the server; for player-controlled pawns it also fires on the owning client, making it suitable for UI/HUD initialization.
  • This event fires after `PossessedBy` and `Restart` — use it for final post-restart setup rather than `PossessedBy` if you need the pawn to be fully initialized first.

Signature

void ReceiveRestarted()

Return Type

void

Example

Blueprint: show spawn effect on restart text
Event ReceiveRestarted → Spawn Emitter At Location (SpawnEffect, GetActorLocation)

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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