APlayerState::Destroyed
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualoverrideENGINE_API
Description
Called when this PlayerState is destroyed. The base implementation unregisters the player from the online session via UnregisterPlayerWithSession.
Caveats & Gotchas
- • Always call Super::Destroyed() when overriding — skipping it leaks the player's online session registration, which can prevent others from joining if the session has a player count limit.
- • In networked games, Destroyed is called on the server when the player disconnects. On clients it is called when the replicated actor is torn down — timing differs between server and client.
Signature
ENGINE_API virtual void Destroyed() override; Return Type
void Example
Override to clean up custom per-player data C++
void AMyPlayerState::Destroyed()
{
// Clean up custom resources before calling super
if (UMySubsystem* Sub = GetGameInstance()->GetSubsystem<UMySubsystem>())
{
Sub->RemovePlayer(this);
}
Super::Destroyed();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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