RealDocs

APlayerState::OnSetUniqueId

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

Description

Called on both server and client after UniqueId has been modified. Override to react to a player's unique ID being assigned or updated, for example to look up persistent account data.

Caveats & Gotchas

  • This is a virtual engine-called hook — do not call it directly. It fires from SetUniqueId and also from OnRep_UniqueId on clients, so any logic here executes on both authority and proxies.
  • At the time this is called, GetUniqueId() already returns the new value. You do not need to re-read from the parameter; there is none.

Signature

ENGINE_API virtual void OnSetUniqueId()

Return Type

void

Example

Fetch account data when a player's ID is assigned C++
void AMyPlayerState::OnSetUniqueId()
{
    Super::OnSetUniqueId();
    const FUniqueNetIdRepl& Id = GetUniqueId();
    if (Id.IsValid())
    {
        FetchAccountData(Id);
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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