APlayerState::DispatchOverrideWith
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: ENGINE_API
Description
Calls the internal OverrideWith method and then fires the Blueprint-implementable ReceiveOverrideWith event, allowing both C++ and Blueprint subclasses to respond when a saved PlayerState overrides this one.
Caveats & Gotchas
- • Do not override this function directly — override OverrideWith (C++) or implement the ReceiveOverrideWith Blueprint event instead; DispatchOverrideWith is the engine's internal dispatch trampoline.
- • This is called by the GameMode when restoring an inactive PlayerState for a reconnecting player, not in seamless travel scenarios; SeamlessTravelTo handles the travel case.
Signature
void DispatchOverrideWith(APlayerState* PlayerState) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PlayerState | APlayerState* | The old PlayerState whose properties should override the current instance (used when a reconnecting player's saved state is applied). | — |
Return Type
void Example
Respond to property override in C++ via OverrideWith C++
// Override OverrideWith — not DispatchOverrideWith — for C++ subclasses
void AMyPlayerState::OverrideWith(APlayerState* OldState)
{
Super::OverrideWith(OldState);
if (AMyPlayerState* OldPS = Cast<AMyPlayerState>(OldState))
{
Score = OldPS->GetScore();
CustomData = OldPS->CustomData;
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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