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Player state Casting fails on event begin play?

Hello friends,

I am trying to get the variable from player state in my multiplayer game at the event begin play but casting fails, And if I try that casting on key event press that time I am able to access the value from player state. I don't know what the hell is happening in this case. Please help me.alt text

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asked Mar 04 '15 at 11:13 AM in Blueprint Scripting

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Ganesh Mune
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avatar image TheCompScientist Mar 04 '15 at 11:24 AM

Just curious: What does the GameMode look like, can you post screenshots of it? and do you have HubZero_PlayerState set in your GameMode as shown below?alt text

Also is the GameMode where you have PlayerState set currently active in the level you are testing this BP out in?

The cast will fail if the PlayerState you are getting does not match the PlayerState you have set in the GameMode properties.

Also is your GameMode in C++ or Blueprints?

capture.png (34.0 kB)
avatar image Ganesh Mune Mar 04 '15 at 01:09 PM

Hi friend, This is how it looks alt text

My game mode is in BP And the same game mode is active in my level in which I am testing.

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avatar image TheCompScientist Mar 05 '15 at 12:46 AM

Judging by that screenshot: Are you still on 4.6?

avatar image Ganesh Mune Mar 09 '15 at 06:29 AM

Yes I am using 4.6

avatar image Purecyn Mar 05 '15 at 03:15 AM

Try a delay loop and see if that changes the outcome; I'm just curious. See my post https://answers.unrealengine.com/questions/183488/player-controller-get-controlled-pawn-client-delay.html

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2 answers: sort voted first

Get Player Pawn > Get Player State > Cast

You could also add a delay

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answered Mar 05 '15 at 02:07 AM

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DG Gage
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avatar image Inph1del Apr 24 '16 at 11:16 AM

I had same problem and the delay did fix it.

avatar image Rudy Q ♦♦ STAFF Sep 28 '16 at 08:36 PM

Hello Ganesh Mune,

I wanted to add that you may want to use Get Controller inside of your character blueprint so that you can get the controller that is currently being used by that specific client.

Example:

alt text

Make it a great day

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The suggestions to use a delay or put the logic into Tick give me the heebie jeebies as a programmer. Instead, my solution for solving the issue where PlayerState was null/unavailable until a few frames after BeginPlay was to put my logic in an overridden version of ACharacter::OnRep_PlayerState(). This gets called as soon as the PlayerState is first assigned, or ever changes.

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answered Mar 16 '19 at 03:58 PM

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jm991
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