RealDocs

APlayerState::OnRep_Score

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

Description

Replication notification called on clients when the Score property changes on the server. Override to react to score changes on the receiving client, such as updating a local scoreboard widget.

Caveats & Gotchas

  • This is only called on clients (or the listen-server for non-owning connections). It is never called on a dedicated server. Authority-side logic should go in SetScore() or wherever score is modified.
  • The engine calls this after Score has already been updated to the new value. You can read GetScore() inside the override, but there is no built-in access to the previous value — cache it yourself if you need a delta.
  • The base APlayerState implementation of OnRep_Score is empty. Calling Super::OnRep_Score() is a no-op but is still recommended for forward-compatibility with future engine changes.

Signature

ENGINE_API virtual void OnRep_Score();

Return Type

void

Example

Refresh scoreboard widget when score replicates C++
void AMyPlayerState::OnRep_Score()
{
	Super::OnRep_Score();
	if (APlayerController* PC = GetWorld()->GetFirstPlayerController())
	{
		if (AMyHUD* HUD = Cast<AMyHUD>(PC->GetHUD()))
		{
			HUD->RefreshScoreboard();
		}
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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