A PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
Member | Type | Offset | Share |
---|---|---|---|
Score | float | 0x220 | |
PlayerId | int32_t | 0x224 | |
Ping | char | 0x228 | |
bShouldUpdateReplicatedPing : 1 | char | 0x22a | |
bIsSpectator : 1 | char | 0x22a | |
bOnlySpectator : 1 | char | 0x22a | |
bIsABot : 1 | char | 0x22a | |
bIsInactive : 1 | char | 0x22a | |
bFromPreviousLevel : 1 | char | 0x22a | |
StartTime | int32_t | 0x22c | |
EngineMessageClass
This is used for sending game agnostic messages that can be localized |
ULocalMessage* | 0x230 | |
SavedNetworkAddress
Used to match up InactivePlayerState with rejoining playercontroller. |
FString | 0x240 | |
UniqueId | FUniqueNetIdRepl | 0x250 | |
PawnPrivate | APawn* | 0x280 | |
PlayerNamePrivate | FString | 0x300 |