20 results for "possession"
Called when the game starts or when the pawn is spawned into the world.
Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.
Wrapper that calls Restart() and, when appropriate, PawnClientRestart().
Returns whether input processing is currently enabled on this pawn.
Replication notification called on clients when the Controller property changes.
Called on the owning client when the pawn is restarted, typically after possession or respawn.
Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).
Called on the server when a controller takes possession of this Character.
Called on the server (or in standalone) immediately after a controller takes possession of this pawn.
Called before component initialization begins.
Blueprint event fired on the server/authority when a controller possesses this pawn.
Blueprint event fired after the pawn is restarted (usually after possession).
Blueprint event fired on the server/authority when a controller stops possessing this pawn.
Called when the pawn is restarted, typically immediately after possession.
Changes the actor's local network role to AutonomousProxy (client-driven) or SimulatedProxy (server-driven).
Changes the avatar actor while keeping the owner actor the same.
Directly sets the Controller pointer on this pawn.
Sets the logical owner actor for this component without triggering a full InitAbilityActorInfo refresh.
Establishes or clears the bidirectional link between this pawn and a PlayerState, keeping both objects' internal references in sync.
Called on the server when the controller releases possession of this Character.