APlayerState::SetPlayerName
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualENGINE_API
Description
Sets the player's name and triggers replication to all clients, then broadcasts the name-change message using EngineMessageClass.
Caveats & Gotchas
- • Must be called on the server. The name is replicated via PlayerNamePrivate with ReplicatedUsing=OnRep_PlayerName — calling this on a client will only change the local value without notifying other players.
- • This triggers the EngineMessageClass broadcast immediately — if you need to set the name silently (e.g. during initialization before the match starts), use SetPlayerNameInternal instead.
Signature
ENGINE_API virtual void SetPlayerName(const FString& S); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| S | const FString& | The new player name to set. | — |
Return Type
void Example
Rename a player on the server C++
void AMyGameMode::RenamePlayer(APlayerController* PC, const FString& NewName)
{
if (HasAuthority() && PC && PC->PlayerState)
{
PC->PlayerState->SetPlayerName(NewName);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?