RealDocs

APlayerState::DispatchCopyProperties

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

Description

Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.

Caveats & Gotchas

  • Do not override this function — override CopyProperties (C++) or implement ReceiveCopyProperties in Blueprint; this is an engine-internal dispatch trampoline.
  • Called during seamless travel from SeamlessTravelTo; during non-seamless travel the inactive-player path (Duplicate/OverrideWith) is used instead.

Signature

void DispatchCopyProperties(APlayerState* PlayerState)

Parameters

Name Type Description Default
PlayerState APlayerState* The destination PlayerState to copy properties into.

Return Type

void

Example

Copy custom properties in C++ via CopyProperties override C++
// Override CopyProperties — not DispatchCopyProperties
void AMyPlayerState::CopyProperties(APlayerState* NewState)
{
    Super::CopyProperties(NewState);
    if (AMyPlayerState* NewPS = Cast<AMyPlayerState>(NewState))
    {
        NewPS->MatchScore = MatchScore;
        NewPS->TeamIndex  = TeamIndex;
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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