APlayerState::GetUniqueId
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: const
Description
Returns a const reference to the player's online unique ID, which is consistent across all clients and servers when the player is logged in to an online subsystem.
Caveats & Gotchas
- • The returned reference is valid only as long as the PlayerState object lives. Do not store the reference across frames — cache the value as FUniqueNetIdRepl if you need it beyond the current callsite.
- • May return an invalid (empty) FUniqueNetIdRepl for LAN matches, offline play, or before the online subsystem has assigned an ID. Always call IsValid() on the result before using it.
Signature
const FUniqueNetIdRepl& GetUniqueId() const Return Type
const FUniqueNetIdRepl& Example
Identify a player by their online ID C++
const FUniqueNetIdRepl& PlayerId = PlayerState->GetUniqueId();
if (PlayerId.IsValid())
{
UE_LOG(LogGame, Log, TEXT("Player unique ID: %s"), *PlayerId.ToString());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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