[Solution found here.][1]
Variant for changing the engine.
In your C++ class, simply redefine the method by using it.
Create your Controller Class, and make it a function in the similarity:
.h
UFUNCTION (BlueprintNativeEvent, BlueprintCallable, Category = Miheev)
void PawnLeavingGame ();
UPROPERTY(EditAnywhere, BlueprintReadWrite, config, Category = Miheev)
bool DestroyActorThenUnpossess;
.cpp
void AMController :: PawnLeavingGame_Implementation ()
{
if (GetPawn ()! = NULL && DestroyActorThenUnpossess)
{
GetPawn () -> Destroy ();
SetPawn (NULL);
}
}
The redefinition source is in the code:
UnrealEngine\Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h
UnrealEngine\Engine\Source\Runtime\Engine\Private\PlayerController.cpp
And now the destruction can be regulated through the Blueprints! Yess!
I hope this will add to the standard functionality. After all, the weight of this code is only 138 bytes, and the use of space.