APlayerState::GetHumanReadableName
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualconstoverrideENGINE_API
Description
Returns the player's name as a human-readable string. Overrides the AActor default to return the player name rather than the actor label.
Caveats & Gotchas
- • This calls GetPlayerName() internally, so if bUseCustomPlayerNames is set the result comes from GetPlayerNameCustom(). Use GetPlayerName() directly in most cases to avoid the virtual dispatch overhead.
- • The returned string may include additional context (like the net ID) depending on the engine build configuration. Do not parse this string — use GetPlayerName() for a clean name.
Signature
ENGINE_API virtual FString GetHumanReadableName() const override; Return Type
FString Example
Log player name for debugging C++
void AMyGameMode::LogPlayerAction(APlayerState* PS, const FString& Action)
{
UE_LOG(LogGame, Log, TEXT("%s performed: %s"),
PS ? *PS->GetHumanReadableName() : TEXT("Unknown"),
*Action);
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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