RealDocs

APlayerState::SetIsInactive

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

Description

Sets the inactive flag on the PlayerState and replicates it via OnRep_bIsInactive. Called internally by the engine when managing the InactivePlayerArray; rarely needed in game code.

Caveats & Gotchas

  • This is an engine-internal operation — calling it directly without also managing the InactivePlayerArray and controller lifetime will leave the game in an inconsistent state.
  • Setting to true does not remove the actor from GameState->PlayerArray automatically; the engine's GameMode handles that separately when processing disconnects.

Signature

void SetIsInactive(const bool bNewInactive)

Parameters

Name Type Description Default
bNewInactive const bool True to mark this PlayerState as inactive (player disconnected), false when reactivating on reconnect.

Return Type

void

Example

Manually reactivate a stored PlayerState in a custom reconnect flow C++
// In a custom GameMode reconnect handler
void AMyGameMode::HandleReconnectingPlayer(APlayerState* InactivePS, APlayerController* NewPC)
{
    InactivePS->SetIsInactive(false);
    InactivePS->DispatchOverrideWith(NewPC->GetPlayerState<APlayerState>());
    // Assign InactivePS to NewPC, etc.
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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