Class PlayerState
A PlayerState is created for every player on a server (or in a standalone game).
Inheritance
System.Object
PlayerState
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class PlayerState : Info
Properties
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bFromPreviousLevel
Declaration
public bool bFromPreviousLevel { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsABot
Declaration
public bool bIsABot { get; }
Property Value
Type |
Description |
System.Boolean |
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bIsInactive
Declaration
public bool bIsInactive { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsSpectator
Declaration
public bool bIsSpectator { get; }
Property Value
Type |
Description |
System.Boolean |
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bOnlySpectator
Declaration
public bool bOnlySpectator { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bShouldUpdateReplicatedPing
Declaration
public bool bShouldUpdateReplicatedPing { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static PlayerState DefaultObject { get; }
Property Value
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EngineMessageClass
This is used for sending game agnostic messages that can be localized
Declaration
public SubclassOf<LocalMessage> EngineMessageClass { get; set; }
Property Value
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PawnPrivate
The pawn that is controlled by by this player state.
Declaration
public Pawn PawnPrivate { get; }
Property Value
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Ping
Replicated compressed ping for this player (holds ping in msec divided by 4)
Declaration
public byte Ping { get; }
Property Value
Type |
Description |
System.Byte |
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PlayerId
Unique net id number. Actual value varies based on current online subsystem, use it only as a guaranteed unique number per player.
Declaration
public int PlayerId { get; }
Property Value
Type |
Description |
System.Int32 |
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Score
Declaration
public float Score { get; }
Property Value
Type |
Description |
System.Single |
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StartTime
Elapsed time on server when this PlayerState was first created.
Declaration
public int StartTime { get; set; }
Property Value
Type |
Description |
System.Int32 |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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UniqueId
The id used by the network to uniquely identify a player.
Declaration
public UniqueNetIdRepl UniqueId { get; set; }
Property Value
Methods
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GetPlayerName()
returns current player name
Declaration
public string GetPlayerName()
Returns
Type |
Description |
System.String |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static PlayerState New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Events
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ReceiveCopyProperties
- Can be implemented in Blueprint Child to move more properties from old to new PlayerState when traveling to a new level
- @
Declaration
public event PlayerState.ReceiveCopyProperties_delegate ReceiveCopyProperties
Event Type
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ReceiveOverrideWith
- Can be implemented in Blueprint Child to move more properties from old to new PlayerState when reconnecting
- @
Declaration
public event PlayerState.ReceiveOverrideWith_delegate ReceiveOverrideWith
Event Type
Operators
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Implicit(IntPtr to PlayerState)
Convert from IntPtr to UObject
Declaration
public static implicit operator PlayerState(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns