APawn::OnRep_PlayerState
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualUFUNCTION
Description
Replication notification called on clients when the PlayerState pointer changes. Override to react when the pawn's associated player state arrives or is cleared (e.g., to populate a nameplate or scoreboard entry).
Caveats & Gotchas
- • PlayerState replication is not guaranteed to arrive before or after possession — in net games the PlayerState may still be null when OnRep_Controller fires. Always guard accesses to PlayerState with a null check and handle the case where it arrives late.
- • The notification fires both when PlayerState is set (possession) and when it is cleared (un-possession/disconnect). Check whether the new value is null to distinguish the two cases.
- • Call Super::OnRep_PlayerState() to preserve any base engine logic tied to this notification.
Signature
virtual void OnRep_PlayerState() Return Type
void Example
Update a nameplate when player state arrives C++
void AMyPawn::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
if (PlayerState)
{
UpdateNameplateText(PlayerState->GetPlayerName());
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?