APlayerState::GetPlayerId
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: UFUNCTIONBlueprintGetter
Description
Returns the player's unique numeric ID assigned by the server. This ID is guaranteed to be unique per player within a session but its actual value is opaque and session-local.
Caveats & Gotchas
- • PlayerId is a session-local integer assigned by the server — it is NOT a persistent identity across sessions or a platform account ID; use GetUniqueId for persistent cross-session identification.
- • The value is replicated via OnRep_PlayerId so clients may briefly see a default value of 0 before the first replication arrives.
Signature
int32 GetPlayerId() const Return Type
int32 Example
Use PlayerId as a scoreboard sort key C++
TArray<APlayerState*> Players = GameState->PlayerArray;
Players.Sort([](const APlayerState& A, const APlayerState& B)
{
return A.GetPlayerId() < B.GetPlayerId();
}); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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