AGameStateBase::AddPlayerState
#include "GameFramework/GameStateBase.h"
Access: public
Specifiers: virtual
Description
Adds the given `APlayerState` to `PlayerArray`. Called automatically by the engine when a player connects; you would only call this directly if managing player states manually.
Caveats & Gotchas
- • The engine calls this for you on connection. Calling it again for the same `PlayerState` will add a duplicate entry — the base implementation does not guard against duplicates.
- • Override this (calling `Super`) if you need to maintain a separate data structure (e.g. a TMap keyed by player ID) that mirrors `PlayerArray`.
Signature
ENGINE_API virtual void AddPlayerState(APlayerState* PlayerState) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PlayerState | APlayerState* | The player state to add to `PlayerArray`. | — |
Return Type
void Example
Extend AddPlayerState to keep a score map C++
void AMyGameState::AddPlayerState(APlayerState* PlayerState)
{
Super::AddPlayerState(PlayerState);
if (PlayerState)
{
PlayerScores.Add(PlayerState, 0);
}
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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