UAbilitySystemComponent::OnAvatarActorDestroyed
#include "AbilitySystemComponent.h"
Access: public
Specifiers: UFUNCTION
Description
Internal callback bound to the avatar actor's OnDestroyed delegate. Clears the AvatarActor pointer and cleans up AbilityActorInfo when the physical avatar is destroyed separately from the owner.
Caveats & Gotchas
- • Do not call this manually — it is bound as a delegate and called automatically by the engine's actor destruction path; calling it directly will clear AvatarActor prematurely.
- • This is separate from ClearActorInfo, which is the full teardown path; OnAvatarActorDestroyed only handles the avatar pointer and fires when the avatar but not the owner is destroyed (e.g. respawn scenarios).
Signature
UE_API void OnAvatarActorDestroyed(AActor* InActor) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InActor | AActor* | The actor being destroyed (expected to be the current avatar actor). | — |
Return Type
void Example
Understanding the destruction callback chain C++
// Engine internals (for reference only — do not replicate in game code):
// When InitAbilityActorInfo is called:
AvatarActor->OnDestroyed.AddDynamic(
this, &UAbilitySystemComponent::OnAvatarActorDestroyed);
// When avatar is destroyed at runtime, this automatically fires. Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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