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