APlayerState::OnRep_PlayerName
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualUFUNCTION
Description
Replication notification called on clients when the PlayerNamePrivate property is updated from the server. The base implementation broadcasts the player-entered/name-changed system message via HandleWelcomeMessage.
Caveats & Gotchas
- • The base implementation calls HandleWelcomeMessage(), which broadcasts the 'X has joined' or 'X changed name to Y' chat message to all clients. If you override without calling Super, name-change announcements will not appear.
- • OldNamePrivate is updated before this fires on the client if the name changed. You can call GetOldPlayerName() to retrieve it for a delta display.
- • This fires on the owning client as well as other clients. If you update a name display widget here, make sure the widget is valid before accessing it.
Signature
ENGINE_API virtual void OnRep_PlayerName(); Return Type
void Example
Update a world-space name tag on name replication C++
void AMyPlayerState::OnRep_PlayerName()
{
Super::OnRep_PlayerName(); // Broadcasts join/rename message
if (APawn* MyPawn = GetPawn())
{
if (UMyNameTagComponent* Tag = MyPawn->FindComponentByClass<UMyNameTagComponent>())
{
Tag->SetName(GetPlayerName());
}
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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