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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include | #include "GameFramework/PlayerController.h" |
void ClientGotoState
&40;
FName NewState
&41;
Remarks
Server uses this to force client into NewState . ALL STATE NAMES NEED TO BE DEFINED IN name table in UnrealNames.h to be correctly replicated (so they are mapped to the same thing on client and server).