APawn::GetPlayerStateObjPtr
#include "GameFramework/Pawn.h"
Access: public
Specifiers: const
Description
Returns the PlayerState as a TObjectPtr, exposing the raw smart-pointer representation used internally. Prefer GetPlayerState() in most gameplay code; this overload is intended for engine systems that need the TObjectPtr directly.
Caveats & Gotchas
- • TObjectPtr is implicitly convertible to a raw pointer in non-editor builds, but in editor builds it performs access tracking. Storing the returned TObjectPtr in a local variable will capture the tracked reference — use GetPlayerState() for gameplay logic to avoid unintended tracking overhead.
- • This method exists primarily to support reflection and serialization tooling. There is almost no gameplay scenario where you need this over GetPlayerState().
Signature
TObjectPtr<APlayerState> GetPlayerStateObjPtr() const Return Type
TObjectPtr<APlayerState> Example
Pass to a system expecting TObjectPtr C++
// Engine-internal pattern; prefer GetPlayerState() in gameplay code
TObjectPtr<APlayerState> PS = MyPawn->GetPlayerStateObjPtr();
SomeEngineSystem.RegisterPlayerState(PS); See Also
Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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