RealDocs

APlayerState::PostInitializeComponents

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

Description

Called after all components have been initialized. APlayerState uses this to register itself with the GameState's player array and to set initial values such as StartTime.

Caveats & Gotchas

  • Always call Super::PostInitializeComponents() when overriding. The base implementation registers the PlayerState with GameState::PlayerArray, which is required for the player to appear in scoreboard queries and other GameState lookups.
  • This runs before replication has begun on listen servers. If your override reads replicated data from other actors, it may be stale at this point.
  • PostInitializeComponents is called for every spawned PlayerState, including the inactive copies preserved across seamless travel. Check IsInactive() if your logic should only run for active players.

Signature

ENGINE_API virtual void PostInitializeComponents() override;

Return Type

void

Example

Initialize custom player stats after components are ready C++
void AMyPlayerState::PostInitializeComponents()
{
	Super::PostInitializeComponents(); // MUST call Super
	if (HasAuthority())
	{
		InitializeStats();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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