APlayerState::SetIsABot
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: ENGINE_API
Description
Sets the bot flag on the PlayerState and replicates it to clients. Normally called by the engine when an AIController possesses a pawn.
Caveats & Gotchas
- • Setting this to false on a PlayerState owned by an AIController will mislead clients into treating the bot as a human — only do this if you have a deliberate reason such as disguising an AI in a game mechanic.
- • Server-side only; changes made on a client are not replicated.
Signature
void SetIsABot(const bool bNewIsABot) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bNewIsABot | const bool | True to flag this PlayerState as belonging to a bot. | — |
Return Type
void Example
Mark a spawned bot's PlayerState on the server C++
// Typically the engine does this automatically, but manual example:
if (APlayerState* PS = BotController->GetPlayerState<APlayerState>())
{
PS->SetIsABot(true);
PS->SetPlayerName(TEXT("Bot_") + FString::FromInt(BotIndex));
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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