APawn::ReceiveRestarted
#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) Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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