APawn::GetPlayerStateChecked
#include "GameFramework/Pawn.h"
Access: public
Specifiers: const
Description
Returns the PlayerState cast to the specified type, using CastChecked which asserts if the cast fails. Use this only when you are certain the PlayerState is of the expected type and want a crash instead of a null pointer on mismatch.
Caveats & Gotchas
- • CastChecked triggers a check() assertion in Debug and Development builds and a fatal crash in Shipping — calling this when PlayerState is null or a different type will crash the game. Only use in code paths guaranteed to have a typed PlayerState.
- • In multiplayer this is risky during server-client transitions: the replicated PlayerState may not have arrived yet, leaving the pointer null when you expect a valid typed pointer.
Signature
template<class T> T* GetPlayerStateChecked() const Return Type
T* Example
Checked cast in a server-authority-only function C++
void AMyGameMode::OnPlayerScored(APawn* ScoringPawn)
{
// Safe: this function is only called server-side after possession is confirmed
AMyPlayerState* PS = ScoringPawn->GetPlayerStateChecked<AMyPlayerState>();
PS->AddScore(10);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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