APlayerState::SetPlayerNameInternal
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualENGINE_API
Description
Sets the player name directly without triggering network replication callbacks or broadcasting a name-change message. Used internally when restoring a saved name or initializing the state.
Caveats & Gotchas
- • Unlike SetPlayerName, this does not trigger OnRep_PlayerName on clients and does not send a welcome message. If you call this on the server, clients will only receive the new name when replication catches up — there is no forced push.
- • This is the method called by OnRep_PlayerName on clients to apply the replicated value locally, so overriding it affects both server-initiated changes and client-side replication delivery.
Signature
ENGINE_API virtual void SetPlayerNameInternal(const FString& S); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| S | const FString& | The new player name to store locally. | — |
Return Type
void Example
Restore name from save without broadcasting C++
void AMyPlayerState::InitializeFromSave(const FMySaveData& SaveData)
{
// Use internal setter to avoid triggering a name-change announcement
SetPlayerNameInternal(SaveData.PlayerName);
SetScore(SaveData.Score);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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