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APlayerState::BP_GetUniqueId

function Engine Blueprint Since 4.0
#include "GameFramework/PlayerState.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableENGINE_API

Description

Returns the online subsystem unique ID for this player. Consistent across all clients and servers when the player is logged into an online service.

Caveats & Gotchas

  • The returned FUniqueNetIdRepl may be invalid (IsValid() returns false) if the player is not logged into an online subsystem, such as in a LAN match with no Steam/EOS login.
  • This is the Blueprint-callable wrapper for the C++ GetUniqueId(). In C++ prefer GetUniqueId() which returns a const reference rather than a copy. The DisplayName in Blueprint is 'Get Unique Net Id'.

Signature

ENGINE_API FUniqueNetIdRepl BP_GetUniqueId() const;

Return Type

FUniqueNetIdRepl

Example

Store player unique ID for session tracking C++
void AMyGameMode::OnPlayerLoggedIn(APlayerController* PC)
{
    if (APlayerState* PS = PC->GetPlayerState<APlayerState>())
    {
        FUniqueNetIdRepl UniqueId = PS->BP_GetUniqueId();
        if (UniqueId.IsValid())
        {
            RegisterUniquePlayer(UniqueId);
        }
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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