RealDocs

AGameStateBase::RemovePlayerState

function Engine Since 4.14
#include "GameFramework/GameStateBase.h"
Access: public Specifiers: virtual

Description

Removes the given `APlayerState` from `PlayerArray`. Called automatically when a player disconnects; override if you maintain supplementary per-player data structures alongside `PlayerArray`.

Caveats & Gotchas

  • The pointer may already be garbage-collected by the time you access it in an override — always guard with `IsValid()` before dereferencing inside your override.
  • Calling `Super::RemovePlayerState` removes the entry from `PlayerArray` by pointer comparison. If you duplicated the entry via `AddPlayerState`, only the first match is removed.

Signature

ENGINE_API virtual void RemovePlayerState(APlayerState* PlayerState)

Parameters

Name Type Description Default
PlayerState APlayerState* The player state to remove from `PlayerArray`.

Return Type

void

Example

Clean up score tracking on disconnect C++
void AMyGameState::RemovePlayerState(APlayerState* PlayerState)
{
    Super::RemovePlayerState(PlayerState);
    PlayerScores.Remove(PlayerState);
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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