# Player Controller from Game State

**URL:** <https://forums.unrealengine.com/t/player-controller-from-game-state/481838>\
**Category:** Character & Animation\
**Tags:** playercontroller, casting, notify, gamestate, unreal-engine, question\
**Created:** [April 13, 2021, 11:53am UTC](https://forums.unrealengine.com/t/player-controller-from-game-state/481838 "2021-04-13T11:53:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [April 13, 2021, 11:53am UTC](https://forums.unrealengine.com/t/player-controller-from-game-state/481838/1 "2021-04-13T11:53:28Z")

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Hey, so basically I have a multiplayer game, where players can activate an event from input. This event activates another one in Game State. However I need to know which Player Controller is activating inside the Game State, and I have no idea how to do this. Simply inputting ‘self’ in the Player Controller don’t provide unique references. Alternatively, accessing the Player State’s Player Controller would be useful but I don’t know how to do this either 🙂 Is there simply some way the Player Controller can ‘notify’ the Game State of itself when the event is activated?

This probably sounds like a dumb question, but I’m really stuck, any help is appreciated 🙂 thanks in advance.

 ![335754-screenshot-11.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/9/f/59fc7939c598b81c03a556b828e6fc5409fbf238.png)

 ![335755-screenshot-12.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/1/c/81ce7289107a3d21d5f99ce5f8f36e4a1b6e3018.png)

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**Author:** ![Barbo6.9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Barbo6.9](https://forums.unrealengine.com/u/Barbo6.9)\
**Post date:** [April 15, 2021, 2:50am UTC](https://forums.unrealengine.com/t/player-controller-from-game-state/481838/2 "2021-04-15T02:50:58Z")

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Ok for anyone wondering, I didn’t fix the problem, I just moved the functionality (serverevent) to the player state instead, and made it player-specific rather than directly server-related. Apologies for any confusion 🙂
