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UGameplayStatics::GetPlayerCharacter

function Engine Blueprint Since unknown
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: static

Description

Returns the ACharacter possessed by the given local player controller, or null if the controller has no pawn or the pawn is not an ACharacter.

Signature

static ENGINE_API ACharacter* GetPlayerCharacter(const UObject* WorldContextObject, int32 PlayerIndex)

Parameters

Name Type Description Default
WorldContextObject const UObject* Any valid UObject in the world.
PlayerIndex int32 Zero-based local player index.

Return Type

ACharacter*

Caveats & Gotchas

  • Returns null if the player's pawn is not an ACharacter subclass — e.g. if the player possesses a vehicle or a plain APawn.
  • Cast the result to your project's character class before accessing project-specific properties: Cast<AMyCharacter>(UGameplayStatics::GetPlayerCharacter(this, 0)).

Example

Access the player character and its health C++
AMyCharacter* Player = Cast<AMyCharacter>(
	UGameplayStatics::GetPlayerCharacter(this, 0)
);
if (IsValid(Player))
{
	Player->ApplyHeal(50.0f);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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