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AGameModeBase::K2_PostLogin

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

Description

Blueprint-implementable event fired at the end of `PostLogin`. Implement this in a Blueprint GameMode subclass to react to a new player joining without overriding C++.

Caveats & Gotchas

  • In Blueprint this event appears as **OnPostLogin** (the `DisplayName` meta). If you search for `K2_PostLogin` in Blueprint, you will not find it — look for `OnPostLogin`.
  • This fires after `Super::PostLogin` has completed and the pawn has been spawned, so `NewPlayer->GetPawn()` is safe to call here.
  • Do not call this directly from C++; it is a Blueprint event stub. To trigger equivalent C++ logic, override the virtual `PostLogin`.

Signature

ENGINE_API void K2_PostLogin(APlayerController* NewPlayer)

Parameters

Name Type Description Default
NewPlayer APlayerController* The player controller that has just logged in.

Return Type

void

Example

Welcome the player in Blueprint (pseudocode) text
Event OnPostLogin (NewPlayer: PlayerController)
    -> Cast NewPlayer to MyPlayerController
    -> Call ShowWelcomeMessage on result
    -> Print 'Player joined: ' + NewPlayer.PlayerState.GetPlayerName()

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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