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APawn::GetPlayerState

function Engine Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: const

Description

Returns the PlayerState associated with this pawn, or null if the pawn is not possessed by a player. PlayerState is replicated to all clients, making this the reliable way to access per-player persistent data in multiplayer.

Caveats & Gotchas

  • PlayerState is null for AI-controlled pawns — always null-check before use, or use the templated overload Cast<T> form. Use GetPlayerStateChecked<T>() only when you are certain the cast must succeed, as it will assert on failure.
  • During brief possession transitions on clients, PlayerState may temporarily be null even on a player-controlled pawn; do not assume non-null just because the pawn appears controlled.

Signature

APlayerState* GetPlayerState() const

Return Type

APlayerState*

Example

Read score from a custom PlayerState C++
if (AMyPlayerState* PS = GetPlayerState<AMyPlayerState>())
{
	UE_LOG(LogTemp, Log, TEXT("Score: %d"), PS->GetScore());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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