APlayerState::OnRep_bIsInactive
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualUFUNCTION
Description
Replication notification called on clients when the bIsInactive flag changes. Inactive PlayerStates are preserved in GameMode::InactivePlayerArray on disconnect so players can reconnect; this callback is the client-side notification of that transition.
Caveats & Gotchas
- • bIsInactive being true does not mean the player has permanently left — they may reconnect and this flag may flip back to false. Don't clean up data that needs to survive a reconnect inside this callback.
- • The transition to inactive happens on the server inside GameMode::AddInactivePlayer. The replication of this flag is the only notification clients receive; there is no separate delegate for player disconnect on clients.
- • If you index into GameState::PlayerArray by position, note that inactive states are moved to a separate array and may no longer appear there after this callback fires.
Signature
ENGINE_API virtual void OnRep_bIsInactive(); Return Type
void Example
Grey out a player's scoreboard row on disconnect C++
void AMyPlayerState::OnRep_bIsInactive()
{
Super::OnRep_bIsInactive();
UWorld* World = GetWorld();
if (!World) return;
APlayerController* PC = World->GetFirstPlayerController();
if (!PC) return;
if (AMyHUD* HUD = Cast<AMyHUD>(PC->GetHUD()))
{
HUD->SetPlayerRowGreyed(this, IsInactive());
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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