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AGameModeBase::GameState

property Engine Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: UPROPERTYTransient

Description

The live AGameStateBase instance for this session. Stores replicated game-wide data accessible on both server and clients via UWorld::GetGameState.

Caveats & Gotchas

  • Accessing GameState directly from game mode code is fine, but call GetGameState<T>() to avoid manual casts and get compile-time type safety.
  • Marked Transient — not serialized. It is always recreated from GameStateClass when the map loads; do not try to persist data here across level transitions.

Signature

UPROPERTY(Transient)
TObjectPtr<AGameStateBase> GameState

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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