APlayerState::SavedNetworkAddress
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: UPROPERTY
Description
Stores the network address of the player at the time of disconnect, used to match a reconnecting player controller back to an inactive PlayerState.
Caveats & Gotchas
- • This field is only meaningful for inactive PlayerStates (those stored in AGameMode::InactivePlayerArray). For active PlayerStates it may be empty or stale.
- • Not replicated — only meaningful on the server. Client-side reads will always be the default empty string unless you set it yourself.
Signature
UPROPERTY()
FString SavedNetworkAddress; Example
Match reconnecting player to their old state C++
// Engine pattern: GameMode matches reconnecting player by address
// SavedNetworkAddress is set by GameMode::AddInactivePlayer()
// and compared in GameMode::FindInactivePlayer()
APlayerState* AMyGameMode::FindInactivePlayer(APlayerController* PC)
{
FString Address = PC->GetPlayerNetworkAddress();
for (APlayerState* PS : InactivePlayerArray)
{
if (PS->SavedNetworkAddress == Address)
return PS;
}
return nullptr;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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