APlayerState::GetOldPlayerName
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualENGINE_API
Description
Returns the player's previous name, saved before the most recent name change. Used client-side to detect and announce name changes.
Caveats & Gotchas
- • OldNamePrivate is not replicated — it is only populated on the client when OnRep_PlayerName fires and the name actually changes. It will be empty on the server and on clients that haven't received a name change yet.
- • On the server, the old name is never stored; SetPlayerName immediately overwrites PlayerNamePrivate. If you need the old server-side name, read it before calling SetPlayerName.
Signature
ENGINE_API virtual FString GetOldPlayerName() const; Return Type
FString Example
Show name change notification on client C++
void AMyPlayerState::OnRep_PlayerName()
{
Super::OnRep_PlayerName();
FString OldName = GetOldPlayerName();
FString NewName = GetPlayerName();
if (!OldName.IsEmpty() && OldName != NewName)
{
AMyHUD::ShowRenameNotification(OldName, NewName);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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