UAbilitySystemComponent::GetAvatarActor
#include "AbilitySystemComponent.h"
Access: public
Description
Returns the avatar actor for this component — the physical actor in the world that abilities act upon. This is often the pawn, but can differ from the owner actor in cases like player-state owned ASCs.
Caveats & Gotchas
- • The avatar actor can differ from GetOwnerActor() when the ASC lives on a PlayerState. Always use GetAvatarActor() to get the pawn mesh/capsule for targeting or animation, not GetOwner().
- • Returns nullptr until InitAbilityActorInfo is called. In a multiplayer game on clients, this may not be valid until after BeginPlay if the actor hasn't fully replicated yet.
- • Distinct from GetAvatarActor_Direct() which bypasses the virtual task avatar override — use GetAvatarActor() in ability code to stay consistent with GetGameplayTaskAvatar.
Signature
UE_API AActor* GetAvatarActor() const; Return Type
AActor* Example
Get pawn from ability system component C++
if (AActor* Avatar = AbilitySystemComponent->GetAvatarActor())
{
if (ACharacter* Character = Cast<ACharacter>(Avatar))
{
// Work with the pawn's mesh, capsule, etc.
Character->GetMesh()->SetHiddenInGame(false);
}
} See Also
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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