APlayerState::SetOldPlayerName
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualENGINE_API
Description
Stores a string as the player's previous name for later retrieval by GetOldPlayerName. Called by the engine just before applying a new player name on the client.
Caveats & Gotchas
- • This is an engine-internal bookkeeping call made inside OnRep_PlayerName on the client. Calling it manually will silently overwrite the saved old name, potentially breaking name-change detection in your UI.
- • OldNamePrivate is not replicated, so SetOldPlayerName on the server has no effect on clients. It is only meaningful in the client-side replication callback path.
Signature
ENGINE_API virtual void SetOldPlayerName(const FString& S); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| S | const FString& | The name string to store as the previous player name. | — |
Return Type
void Example
Custom override to also log the old name C++
void AMyPlayerState::SetOldPlayerName(const FString& S)
{
UE_LOG(LogGame, Verbose, TEXT("Player old name cached: %s"), *S);
Super::SetOldPlayerName(S);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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