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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
UFUNCTION (BlueprintPure, Category="Game",
Meta=(WorldContext="WorldContextObject", UnsafeDuringActorConstruction="true"))
static int32 GetNumPlayerStates
(
const UObject * WorldContextObject
)
Remarks
Returns the number of active player states, there is one player state for every connected player even if they are a remote client. Indexes up to this can be use as PlayerStateIndex parameters for other functions.