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44 results for "player" in function

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
APlayerState::BP_GetUniqueId Engine

Returns the online subsystem unique ID for this player.

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UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
APlayerState::ClientInitialize Engine

Called by the owning Controller on the client (or server in standalone) when the PlayerState is initially replicated and the controller links to it.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

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APlayerState::Destroyed Engine

Called when this PlayerState is destroyed.

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APlayerState::DispatchCopyProperties Engine

Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.

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APlayerState::DispatchOverrideWith Engine

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.

function
APlayerState::Duplicate Engine

Creates a copy of this PlayerState for storage in the GameMode's InactivePlayerArray when a player disconnects.

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APlayerState::GetCompressedPing Engine

Returns the replicated compressed ping value, where the actual ping in milliseconds equals CompressedPing * 4.

function
APlayerState::GetHumanReadableName Engine

Returns the player's name as a human-readable string.

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APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

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APlayerState::GetOldPlayerName Engine

Returns the player's previous name, saved before the most recent name change.

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APlayerState::GetOwningController Engine

Returns the AI or player controller that created this player state.

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APlayerController::GetPawn Engine

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.

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APlayerState::GetPawn Engine

Returns the pawn currently associated with this PlayerState, or null if the player is not possessing a pawn.

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APlayerState::GetPingInMilliseconds Engine

Returns the player's ping in milliseconds.

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APlayerState::GetPlayerController Engine

Returns the player controller that created this player state, or null for remote clients.

function
APlayerState::GetPlayerId Engine

Returns the player's unique numeric ID assigned by the server.

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APlayerState::GetPlayerName Engine

Returns the current player name.

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APlayerState::GetPlayerNameCustom Engine

Extension point for returning a custom player name from a source other than the replicated PlayerNamePrivate field.

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APlayerState::GetScore Engine

Returns the player's current replicated score value.

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APlayerState::GetStartTime Engine

Returns the game time in seconds at which this player joined the session.

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APlayerState::GetUniqueId Engine

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.

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APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

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APlayerState::IsABot Engine

Returns whether this PlayerState belongs to an AI-controlled bot rather than a human player.

function
APlayerState::IsFromPreviousLevel Engine

Returns the literal value of the bFromPreviousLevel flag, indicating whether this PlayerState was carried over from a previous level rather than freshly created.

function
APlayerState::IsInactive Engine

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.

function
APlayerState::IsOnlyASpectator Engine

Returns true if this player can only ever be a spectator and is permanently barred from entering the game as a playing participant.

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APlayerState::IsSpectator Engine

Returns whether this player is currently spectating rather than actively playing.

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APlayerState::OnDeactivated Engine

Called on the server when the owning player disconnects.

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APlayerState::OnReactivated Engine

Called on the server when a previously disconnected player reconnects and their inactive PlayerState is restored to the active players array.

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APlayerState::OnRep_PlayerId Engine

Replication notification called on clients when the PlayerId property is first replicated or changes.

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APlayerState::OnRep_PlayerName Engine

Replication notification called on clients when the PlayerNamePrivate property is updated from the server.

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APlayerState::OnRep_Score Engine

Replication notification called on clients when the Score property changes on the server.

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APlayerState::OnRep_UniqueId Engine

Replication notification called on clients when the UniqueId (FUniqueNetIdRepl) is first replicated.

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APlayerState::OnRep_bIsInactive Engine

Replication notification called on clients when the bIsInactive flag changes.

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APlayerState::OnSetUniqueId Engine

Called on both server and client after UniqueId has been modified.

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APlayerController::Possess Engine

Commands this controller to take control of the given pawn, calling `OnPossess` and triggering the pawn's `PossessedBy` callback.

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APlayerState::PostInitializeComponents Engine

Called after all components have been initialized.

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APlayerState::RecalculateAvgPing Engine

Computes the rolling average ping from the accumulated bucket data and writes it to ExactPing and (if bShouldUpdateReplicatedPing is true) CompressedPing.

function
APlayerState::RegisterPlayerWithSession Engine

Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.

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UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

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APlayerState::Reset Engine

Resets the player state to its default values.