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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPlayer
- ULocalPlayer
- UNetConnection
- UChildConnection
- UDemoNetConnection
- UIpConnection
- UDisplayClusterNetConnection
- UOculusNetConnection
- USteamNetConnection
- UReplayNetConnection
- USimulatedClientNetConnection
- USteamSocketsNetConnection
- UWebSocketConnection
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/Player.h |
Include | #include "Engine/Player.h" |
Syntax
class UPlayer :
public UObject,
public FExec
Variables
Type | Name | Description | |
---|---|---|---|
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int32 | ConfiguredInternetSpeed | |
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int32 | ConfiguredLanSpeed | |
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int32 | CurrentNetSpeed | Net variables. |
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TObjectPtr< class APlayerController > | PlayerController | The actor this player controls. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPlayer
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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FString | ConsoleCommand
(
const FString& Cmd, |
Executes the Exec() command |
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APlayerController * | GetPlayerController
(
const UWorld*const InWorld |
Gets the player controller in the given world for this player. |
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void | ReceivedPlayerController
(
APlayerController* NewController |
Called when this player has had it's outer Player Controller set for remote net connections |
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void | SwitchController
(
APlayerController* PC |
Dynamically assign Controller to Player and set viewport. |