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APlayerState::OnReactivated

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

Description

Called on the server when a previously disconnected player reconnects and their inactive PlayerState is restored to the active players array.

Caveats & Gotchas

  • Only called if the PlayerState was preserved in InactivePlayerArray during disconnection — if OnDeactivated destroyed it (the default), this method is never reached.
  • At the point this is called the PlayerState is not yet assigned to a controller; do not access GetController() or GetPawn() until after the controller setup completes.

Signature

virtual void OnReactivated()

Return Type

void

Example

Restore transient state on player reconnect C++
void AMyPlayerState::OnReactivated()
{
    Super::OnReactivated();
    // Re-initialize any transient (non-replicated) state that was lost during inactivity
    bHasLoadedInventory = false;
    ReconnectTimestamp = GetWorld()->GetTimeSeconds();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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