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AGameModeBase::K2_OnChangeName

function Engine Blueprint Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: UFUNCTIONBlueprintImplementableEvent

Description

Blueprint event fired by ChangeName after a player's name has been updated. Override this in a Blueprint GameMode subclass to react to name changes, such as sending a chat notification or logging the event.

Caveats & Gotchas

  • This is a BlueprintImplementableEvent — it has no C++ base implementation. If you override it in a Blueprint subclass of GameMode, it will fire; otherwise it does nothing.
  • To override in C++ instead, override ChangeName() directly and add your logic before or after the Super call rather than implementing K2_OnChangeName.
  • Fires server-side only — GameMode does not exist on clients, so this event will never fire on a connected client machine.

Signature

ENGINE_API void K2_OnChangeName(AController* Other, const FString& NewName, bool bNameChange);

Parameters

Name Type Description Default
Other AController* The controller of the player whose name changed.
NewName const FString& The new name that was assigned.
bNameChange bool True if the player already had a name and it changed; false if this is the first name assignment.

Return Type

void

Example

Blueprint: react to a name change text
// In Blueprint GameMode subclass, implement the OnChangeName event:
// Event OnChangeName (Other, NewName, bNameChange)
//   -> Branch: bNameChange is True
//      -> Print String: 'Player renamed to ' + NewName

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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