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APlayerState::GetPlayerName

function Engine Blueprint Since 4.0
#include "GameFramework/PlayerState.h"
Access: public Specifiers: UFUNCTIONBlueprintPureENGINE_API

Description

Returns the current player name. If bUseCustomPlayerNames is set on this PlayerState, delegates to GetPlayerNameCustom() instead of returning the stored name directly.

Caveats & Gotchas

  • If bUseCustomPlayerNames is true, this calls GetPlayerNameCustom() every invocation — avoid calling it in tight loops without caching the result if your custom implementation has any cost.
  • The name is replicated, but there is a brief window after a name change where clients may still see the old name. Use OnRep_PlayerName to reliably react to name changes on clients.

Signature

ENGINE_API FString GetPlayerName() const;

Return Type

FString

Example

Display player name on HUD C++
FText AMyHUD::GetLocalPlayerNameText() const
{
    if (APlayerState* PS = GetOwningPlayerController()->PlayerState)
    {
        return FText::FromString(PS->GetPlayerName());
    }
    return FText::GetEmpty();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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