RealDocs

APlayerState

class Engine Blueprint Since 4.0
#include "GameFramework/PlayerState.h"

Description

Created for every player on a server (or in a standalone game) and replicated to all clients. Stores network-relevant player data such as name, score, ping, spectator status, and a reference to the controlled pawn.

Caveats & Gotchas

  • PlayerStates are always relevant by default and replicate to every client. In high player-count games, set bShouldUpdateReplicatedPing to false on states where ping display is not needed to reduce network overhead.
  • GetOwningController() returns null on clients for remote players — only the local player's PlayerState has a valid owning controller on the client.
  • APlayerState persists across seamless travel. Override CopyProperties() to carry custom subclass data across level transitions.

Example

Access PlayerState from a Pawn C++
APlayerState* PS = GetPlayerState();
if (PS)
{
	FString Name = PS->GetPlayerName();
	float Score = PS->GetScore();
}

Events & Delegates

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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