UKismetSystemLibrary::IsLoggedIn
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Returns whether the player is logged in to the platform's active online subsystem (Steam, PSN, Xbox Live, etc.).
Caveats & Gotchas
- • The result depends entirely on which online subsystem is configured for the running platform — behaviour differs between PC (Steam/EOS), console, and mobile builds.
- • On platforms with no online subsystem configured, or in a standalone editor session with no login flow, this typically returns false rather than throwing an error.
- • Being logged in does not guarantee network connectivity — check the subsystem's connection status separately for online features that need it.
Signature
static ENGINE_API bool IsLoggedIn(const APlayerController* SpecificPlayer) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| SpecificPlayer | const APlayerController* | Whose login status to check. May not be supported on all platforms. If null, defaults to the player with ControllerId 0. | — |
Return Type
bool Example
Gate an online-only menu option C++
APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0);
if (UKismetSystemLibrary::IsLoggedIn(PC))
{
// Show leaderboard / cloud save options
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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