APlayerState::EngineMessageClass
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: UPROPERTY
Description
The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications. Defaults to UEngineMessage.
Caveats & Gotchas
- • This property is not replicated — if you change it, do so on the server only (or consistently everywhere). Mismatches between server and clients won't cause crashes, since message dispatch happens server-side.
- • Changing this affects all players because the ShouldBroadCastWelcomeMessage and ClientInitialize paths both route through this class. Override it in your APlayerState subclass constructor if you want custom join/leave messages.
Signature
UPROPERTY()
TSubclassOf<class ULocalMessage> EngineMessageClass; Example
Use a custom message class C++
AMyPlayerState::AMyPlayerState(const FObjectInitializer& OI)
: Super(OI)
{
EngineMessageClass = UMyCustomMessage::StaticClass();
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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