Here is my code.
void AFpsCharacter::ClientRPCInitializeHud_Implementation()
{
AFpsPlayerController* PlayerController = (AFpsPlayerController*)GetOwner();
if (IsValid(PlayerController))
{
AFpsPlayerState* State = PlayerController->GetPlayerState<AFpsPlayerState>();
UE_LOG(LogTemp, Log, TEXT("PlayerController now on %s"), *State->GetPlayerName());
HUD = (AFpsHud*)PlayerController->GetHUD(); //AHUD* HUD in AFpsCharacter.
//HUD = Cast<AFpsHud>(PlayerController->GetHUD());
if (!IsValid(HUD))
{
UE_LOG(LogTemp, Log, TEXT("AFpsCharacter::InitializeHud() : HUD is not valid"));
}
}
else
{
UE_LOG(LogTemp, Log, TEXT("PlayerController is not exist"));
}
}
The function ClientRPCInitializeHud()
is run when the character is spawned and PlayerController
possess it. My problem is the pointer HUD
has invalid value. Of course i checked default HUD
of GameMode
. What can i do for get valid value of APlayerController::GetHUD
?
I just follow the step below to run ClientRPCInitializeHud
.
PlayerController
's function on button event in Widget Blueprint .ServerRPCSpawnAsPlayableCharacter
functionClientRPCInitializeHud
function after call APlayerController::Possess(SpawnedCharacter)
.Here is the code.
void AFpsPlayerController::OnSelectedTeam(EPlayerTeam team, TSubclassOf<class AFpsCharacter> CharacterClass, FTransform SpawnTransform)
{
ServerRPCSetTeam(team);
ServerRPCSpawnAsPlayableCharacter(CharacterClass, SpawnTransform);
}
void AFpsPlayerController::ServerRPCSpawnAsPlayableCharacter_Implementation(TSubclassOf<AFpsCharacter> CharacterClass, FTransform SpawnTransform)
{
FActorSpawnParameters SpawnParameters;
AFpsCharacter *SpawnedCharacter = GetWorld()->SpawnActor<AFpsCharacter>(CharacterClass, SpawnTransform.GetLocation(), SpawnTransform.GetRotation().Rotator(), SpawnParameters);
SpawnedCharacter->SetSpawnTransform(SpawnTransform);
Possess(SpawnedCharacter);
SpawnedCharacter->OnPossess();
}
void AFpsCharacter::OnPossess()
{
ClientRPCInitializeHud();
}
I tried to check GetPlayerController(0)->GetHUD is valid or not if is called at Level Blueprint or Widget Blueprint but it is also invalid.
I guess the problem is the default HUD instance isn't created by default HUD class of GameMode
. I don't know well why it is happened even i checked default HUD class in GameMode
. So i choose temporary solution. Using APlayerController::ClientSetHUD(TSubclass<AHUD>)
. In my case, each ACharacter
has TSubclassOf<AHUD>
and run APlayerController::ClientSetHUD(TSubclass<AHUD>)
at APlayerController::OnPossess(APawn* InPawn)
.