RealDocs

20 results for "possession"

function
APawn::BeginPlay Engine

Called when the game starts or when the pawn is spawned into the world.

function
AActor::CopyRemoteRoleFrom Engine

Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.

function
APawn::DispatchRestart Engine

Wrapper that calls Restart() and, when appropriate, PawnClientRestart().

function
APawn::InputEnabled Engine

Returns whether input processing is currently enabled on this pawn.

function
APawn::OnRep_Controller Engine

Replication notification called on clients when the Controller property changes.

function
ACharacter::PawnClientRestart Engine

Called on the owning client when the pawn is restarted, typically after possession or respawn.

function
APawn::PawnClientRestart Engine

Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).

function
ACharacter::PossessedBy Engine

Called on the server when a controller takes possession of this Character.

function
APawn::PossessedBy Engine

Called on the server (or in standalone) immediately after a controller takes possession of this pawn.

function
APawn::PreInitializeComponents Engine

Called before component initialization begins.

function
APawn::ReceivePossessed Engine

Blueprint event fired on the server/authority when a controller possesses this pawn.

function
APawn::ReceiveRestarted Engine

Blueprint event fired after the pawn is restarted (usually after possession).

function
APawn::ReceiveUnpossessed Engine

Blueprint event fired on the server/authority when a controller stops possessing this pawn.

function
APawn::Restart Engine

Called when the pawn is restarted, typically immediately after possession.

function
AActor::SetAutonomousProxy Engine

Changes the actor's local network role to AutonomousProxy (client-driven) or SimulatedProxy (server-driven).

function
UAbilitySystemComponent::SetAvatarActor GameplayAbilities

Changes the avatar actor while keeping the owner actor the same.

function
APawn::SetController Engine

Directly sets the Controller pointer on this pawn.

function
UAbilitySystemComponent::SetOwnerActor GameplayAbilities

Sets the logical owner actor for this component without triggering a full InitAbilityActorInfo refresh.

function
APawn::SetPlayerState Engine

Establishes or clears the bidirectional link between this pawn and a PlayerState, keeping both objects' internal references in sync.

function
ACharacter::UnPossessed Engine

Called on the server when the controller releases possession of this Character.