| public | function | APlayerState::BP_GetUniqueId | Returns the online subsystem unique ID for this player. |
| public | function | APlayerState::ClientInitialize | Called by the owning Controller on the client (or server in standalone) when the PlayerState is initially replicated and the controller links to it. |
| public | function | APlayerState::GetCompressedPing | Returns the replicated compressed ping value, where the actual ping in milliseconds equals CompressedPing * 4. |
| public | function | APlayerState::GetLifetimeReplicatedProps | Registers which properties are replicated and their replication conditions. |
| public | function | APlayerState::GetPingInMilliseconds | Returns the player's ping in milliseconds. |
| public | function | APlayerState::OnRep_bIsInactive | Replication notification called on clients when the bIsInactive flag changes. |
| public | function | APlayerState::OnRep_PlayerId | Replication notification called on clients when the PlayerId property is first replicated or changes. |
| public | function | APlayerState::OnRep_PlayerName | Replication notification called on clients when the PlayerNamePrivate property is updated from the server. |
| public | function | APlayerState::OnRep_Score | Replication notification called on clients when the Score property changes on the server. |
| public | function | APlayerState::OnRep_UniqueId | Replication notification called on clients when the UniqueId (FUniqueNetIdRepl) is first replicated. |
| public | function | APlayerState::RecalculateAvgPing | Computes the rolling average ping from the accumulated bucket data and writes it to ExactPing and (if bShouldUpdateReplicatedPing is true) CompressedPing. |
| public | function | APlayerState::RegisterPlayerWithSession | Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership. |
| public | function | APlayerState::SeamlessTravelTo | Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level. |
| public | function | APlayerState::SetCompressedPing | Sets the replicated compressed ping value directly. |
| public | function | APlayerState::UnregisterPlayerWithSession | Removes this player from the current online session via the online subsystem. |
| public | function | APlayerState::UpdatePing | Receives a new ping measurement from the net driver and accumulates it into the rolling ping bucket for averaging. |