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PlayerState

PlayerState is a per-player data construct used in multiplayer game development to represent a player's identity, status, and statistics during a game session. It is typically managed on the server and replicated to clients so all participants share a consistent view of each player's state. PlayerState is distinct from a player’s in-game avatar or input controller and may or may not persist across matches or level transitions, depending on the engine and game design.

Common components of a PlayerState include a unique identifier, display name, and affiliation or team. It often

Implementation considerations typically center on server authority and replication. The server is usually the source of

Examples and usage vary by engine. In Unreal Engine, the APlayerState class represents the per-player state

stores
game-related
statistics
such
as
score,
kills,
deaths,
and
wins,
as
well
as
gameplay
attributes
like
latency/ping,
readiness,
or
cosmetic
choices.
In
some
architectures,
inventory
or
loadout
information
may
be
linked
to
the
PlayerState
or
stored
in
a
related
persistent
profile.
truth
for
PlayerState,
with
updates
propagated
to
clients
through
a
replication
mechanism.
PlayerState
data
may
be
created
when
a
player
connects
and
destroyed
when
they
disconnect,
or
kept
across
map
changes
depending
on
the
framework.
Security
best
practices
emphasize
not
trusting
client-reported
values
for
score
or
other
critical
fields
and
validating
updates
on
the
server.
replicated
to
all
clients
and
associated
with
a
PlayerController
and
GameState.
It
stores
identity,
score,
and
team
information,
and
can
persist
across
levels
within
a
session.
Other
engines
implement
similar
per-player
data
objects
to
support
consistent
multiplayer
gameplay.