APlayerState::SetScore
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: ENGINE_API
Description
Sets the player's score and triggers replication to all clients via OnRep_Score.
Caveats & Gotchas
- • Must be called on the server (authority) — calling from a client has no networked effect and the value will be overwritten on the next replication update.
- • Does not clamp or validate the value; negative scores are valid and it is the game's responsibility to enforce any minimum/maximum constraints.
Signature
void SetScore(const float NewScore) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewScore | const float | The new score value to assign. | — |
Return Type
void Example
Award points on server when player scores a goal C++
void AMyGameMode::OnGoalScored(AController* ScoringPlayer)
{
if (APlayerState* PS = ScoringPlayer->PlayerState)
{
PS->SetScore(PS->GetScore() + 1.0f);
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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