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APlayerController::GetPawn

function Engine Blueprint Since 4.0
#include "GameFramework/Controller.h"
Access: public Specifiers: inline

Description

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed. The template parameter lets you skip an explicit `Cast<T>` at the call site. The Blueprint-exposed equivalent is `K2_GetPawn()` / the "Get Controlled Pawn" node.

Signature

template<class T = APawn> T* GetPawn() const

Return Type

T*

Caveats & Gotchas

  • Returns `nullptr` during spectating — use `GetPawnOrSpectator()` if you need a non-null pawn-like actor in that state.
  • Prefer calling this after possession has occurred rather than in the controller's own `BeginPlay`, where the pawn may not yet be assigned.

Example

Typed access without explicit cast C++
AMyCharacter* MyChar = GetPawn<AMyCharacter>();
if (MyChar) { MyChar->DoSomething(); }

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable
5.0 stable

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