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AGameModeBase::IsHandlingReplays

function Engine Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: virtual

Description

Returns true if the game mode automatically starts and stops replay recording when gameplay begins and ends. The base implementation returns false; AGameMode overrides it to return true when replay recording is configured.

Caveats & Gotchas

  • Returning true from this function tells the engine to call StartRecordingReplay and StopRecordingReplay around match play. If you handle replay recording manually, return false to prevent double-recording.
  • This is checked during StartPlay and HasMatchEnded on AGameMode (not AGameModeBase). If you subclass AGameModeBase directly rather than AGameMode, replay auto-management will never trigger regardless of what you return here.
  • Replay recording requires a network replay driver to be configured (e.g., LocalFileNetworkReplayStreamer). Returning true without a configured driver will silently fail rather than error.

Signature

ENGINE_API virtual bool IsHandlingReplays();

Return Type

bool

Example

Enable automatic replay recording C++
// Override in your AGameMode subclass (not AGameModeBase)
bool AMyGameMode::IsHandlingReplays()
{
    // Record replays in non-editor builds only
    return !GIsEditor;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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