GameplayStatics/Player Functions

Deprecated Introduction Gameplay statics covering Player related functions Player Functions GetGameInstance class UGameInstance* GetGameInstance(const UObject* WorldContextObject); The GameInstance...

Updated over 4 years ago Edit Page Revisions

Deprecated

Introduction

Gameplay statics covering Player related functions

Player Functions

GetGameInstance

class UGameInstance* GetGameInstance(const UObject* WorldContextObject);

The GameInstance persists throughout the lifetime of the game, even traveling between maps.

Note: That a GameInstance doesn't get instantiated in the editor until you hit Play.

Common usage

UGameInstance* gameInstance = UGameplayStatics::GetGameInstance(someWorldContextObject);

In addition to GameplayStatics, this function is also available through Actors and World.

UGameInstance* gameInstance = GetWorld()->GetGameInstance();
if (UMyGameInstance* myGameInstance = Cast(gameInstance)) {
 ...
UGameInstance* gameInstance = GetWorld()->GetGameInstance();
void USomething::Example() {
    UGameInstance* gameInstance = GetWorld()->GetGameInstance();
}
AActor* SomeActor;
...
UGameInstance* gameInstance = SomeActor->GetGameInstance();

GetPlayerController

class APlayerController* GetPlayerController(const UObject* WorldContextObject, int32 PlayerIndex);

GetPlayerController

APlayerController* playerController = UGameplayStatics::GetPlayerController(this, 0);

GetPlayerControllerFromID

class APlayerController* GetPlayerControllerFromID(const UObject* WorldContextObject, int32 ControllerID);

GetPlayerPawn

class APawn* GetPlayerPawn(const UObject* WorldContextObject, int32 PlayerIndex);

GetPlayerCharacter

class ACharacter* GetPlayerCharacter(const UObject* WorldContextObject, int32 PlayerIndex);

GetPlayerCameraManager

class APlayerCameraManager* GetPlayerCameraManager(const UObject* WorldContextObject, int32 PlayerIndex);

CreatePlayer

class APlayerController* CreatePlayer(const UObject* WorldContextObject, int32 ControllerId = -1, bool bSpawnPlayerController = true);

RemovePlayer

void RemovePlayer(APlayerController* Player, bool bDestroyPawn);

GetPlayerControllerID

int32 GetPlayerControllerID(APlayerController* Player);

SetPlayerControllerID

void SetPlayerControllerID(APlayerController* Player, int32 ControllerId);