RealDocs

APlayerState::GetPlayerNameCustom

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

Description

Extension point for returning a custom player name from a source other than the replicated PlayerNamePrivate field. Only called when bUseCustomPlayerNames is set to true.

Caveats & Gotchas

  • This is never called unless bUseCustomPlayerNames is explicitly set to true in your PlayerState. You must set that flag in your constructor or PostInitializeComponents alongside overriding this function.
  • The return value is not automatically replicated — if your custom name source changes, you are responsible for propagating the change to clients (e.g. via a replicated property or RPC).

Signature

ENGINE_API virtual FString GetPlayerNameCustom() const;

Return Type

FString

Example

Return name from custom player data component C++
AMyPlayerState::AMyPlayerState(const FObjectInitializer& OI)
    : Super(OI)
{
    bUseCustomPlayerNames = true;
}

FString AMyPlayerState::GetPlayerNameCustom() const
{
    if (UMyPlayerDataComponent* Data = GetComponentByClass<UMyPlayerDataComponent>())
    {
        return Data->GetDisplayName();
    }
    return Super::GetPlayerNameCustom();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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