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Client Playerstate in HUD sometimes invalid


im trying to get playerstate in my HUD's BeginPlay(). Sometimes, in PIE multiplayer with multiple players, playerstate is invalid.

This problem never occurs server-side. With 2 players it does sometimes (maybe 1 of 10 times) on clientside. With 10 player it occurs every time with every player.

I can reproduce this problem in a new project (with startercontent). Just add a new HUD BP with this: alt text

Im probably doing something wrong, but what am i missing? Thanks for you help!

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asked Dec 14 '14 at 09:56 PM in Blueprint Scripting

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EventBeginPlay might be too early to access a playerState. in your GameMode blueprint, you can use EventPostLogin() to know when a player is finished being set up properly, so it should have a playerState by that point.

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answered Dec 15 '14 at 05:39 AM

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avatar image byte3 Dec 15 '14 at 08:25 AM

Im using EventBeginPlay from inside my HUD Blueprint to display some information. Afaik EventPostLogin() in GameMode is not available client side (Gamemode runs only on server).

Im thinking i could display some dummy information in HUD/EventBeginPlay. Then when EventPostLogin in GameMode fires i send some signal back to the client to update this information.

Im at work right now. I'll give it a try in about 7 hours.

avatar image byte3 Dec 15 '14 at 09:31 PM

I tried a lot of things today.. most of them did not work.

In EventPostLogin() i send a signal back to the connected client - PlayerState was still invalid. Then i tried EventBeginPlay() in HUD, Playerstate, GameMode, PlayerController, GameState, PlayerPawn - Payerstate was always invalid.

Kind of strange that in EventBeginPlay() in PlayerState the Playerstate was invalid.

But i found something that worked. Its EventTick() in Playercontroller. Looks like a hack: alt text I feel dirty now -_-

The reason behind this might be that playerstate is replicated and it just takes some time to arrive at the client.

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avatar image ScottSpadea Dec 16 '14 at 08:42 AM

i did a similar thing, but instead of using PlayerController's EventTick() i kept checking for it in myHud's EventRecieveDrawHud():

alt text

I was hoping EventPostLogin() would work, but i guess the PlayerState just shows up late without letting anyone know.

avatar image byte3 Dec 17 '14 at 09:28 PM

I ended up doing it your way. Thanks for your help!

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