50 results for "player"
Created for every player on a server (or in a standalone game) and replicated to all clients.
A local player subsystem that manages which UInputMappingContexts are active for a player.
Subsystem base class scoped to a `ULocalPlayer`.
Adds a UInputMappingContext to the active set for this player.
Returns the online subsystem unique ID for this player.
Removes all active UInputMappingContexts from this player's subsystem at once.
Called by the owning Controller on the client (or server in standalone) when the PlayerState is initially replicated and the controller links to it.
Travels the client to a different level or server address.
Called when this PlayerState is destroyed.
Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.
Calls the internal OverrideWith method and then fires the Blueprint-implementable ReceiveOverrideWith event, allowing both C++ and Blueprint subclasses to respond when a saved PlayerState overrides this one.
Creates a copy of this PlayerState for storage in the GameMode's InactivePlayerArray when a player disconnects.
The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.
Returns the replicated compressed ping value, where the actual ping in milliseconds equals CompressedPing * 4.
Returns the player's name as a human-readable string.
Registers which properties are replicated and their replication conditions.
Returns the player's previous name, saved before the most recent name change.
Returns the AI or player controller that created this player state.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Returns the pawn currently associated with this PlayerState, or null if the player is not possessing a pawn.
Returns the player's ping in milliseconds.
Returns the player controller that created this player state, or null for remote clients.
Returns the player's unique numeric ID assigned by the server.
Returns the current player name.
Extension point for returning a custom player name from a source other than the replicated PlayerNamePrivate field.
Returns the player's current replicated score value.
Returns the game time in seconds at which this player joined the session.
Returns a const reference to the player's online unique ID, which is consistent across all clients and servers when the player is logged in to an online subsystem.
Returns the actor the player's camera is currently targeting.
Returns whether this PlayerState belongs to an AI-controlled bot rather than a human player.
Returns the literal value of the bFromPreviousLevel flag, indicating whether this PlayerState was carried over from a previous level rather than freshly created.
Returns whether this PlayerState came from the GameMode's InactivePlayerArray, meaning the player has disconnected and the state is being preserved for a potential reconnect.
Returns true if this player can only ever be a spectator and is permanently barred from entering the game as a playing participant.
Returns whether this player is currently spectating rather than actively playing.
Called on the server when the owning player disconnects.
Multicast delegate broadcast whenever the pawn associated with this PlayerState changes.
Called on the server when a previously disconnected player reconnects and their inactive PlayerState is restored to the active players array.
Replication notification called on clients when the PlayerId property is first replicated or changes.
Replication notification called on clients when the PlayerNamePrivate property is updated from the server.
Replication notification called on clients when the Score property changes on the server.
Replication notification called on clients when the UniqueId (FUniqueNetIdRepl) is first replicated.
Replication notification called on clients when the bIsInactive flag changes.
Called on both server and client after UniqueId has been modified.
Commands this controller to take control of the given pawn, calling `OnPossess` and triggering the pawn's `PossessedBy` callback.
Called after all components have been initialized.
Computes the rolling average ping from the accumulated bucket data and writes it to ExactPing and (if bShouldUpdateReplicatedPing is true) CompressedPing.
Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.
Removes a UInputMappingContext from the active set.
Resets the player state to its default values.
Stores the network address of the player at the time of disconnect, used to match a reconnecting player controller back to an inactive PlayerState.