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APawn::ReceiveRestartedDelegate

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

Description

Multicast sparse delegate broadcast when the pawn is restarted, in parallel with the `ReceiveRestarted` Blueprint event. Bind in C++ or Blueprint for restart notifications without subclassing.

Caveats & Gotchas

  • Like all sparse delegates, the binding is weak — if the bound object is garbage collected without explicitly unbinding, the engine will silently skip the call. Always unbind in `EndPlay` or the object's destructor.
  • Fires on the server for all pawns and on the owning client for player pawns — same conditions as the `ReceiveRestarted` event.

Signature

FPawnRestartedSignature ReceiveRestartedDelegate

Example

C++: bind to restarted delegate C++
Pawn->ReceiveRestartedDelegate.AddDynamic(this, &UMyComponent::OnPawnRestarted);

void UMyComponent::OnPawnRestarted(APawn* InPawn)
{
	// Setup logic here
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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