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AGameModeBase::OptionsString

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

Description

Stores the full URL options string from the map load command. Parse individual key-value pairs from it using UGameplayStatics::ParseOption() or HasOption().

Caveats & Gotchas

  • Set during InitGame() and unchanged for the lifetime of the map. Server travel to a new map with different options produces a new OptionsString on the new GameMode instance — the old value is not inherited.
  • Options are plain text from the connection URL and are not sanitized. Never pass raw option values to file paths, shell commands, or database queries — always validate or whitelist the values first.

Signature

UPROPERTY(BlueprintReadOnly, Category=GameMode)
FString OptionsString;

Example

Read a custom difficulty option from the launch URL C++
void AMyGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
{
	Super::InitGame(MapName, Options, ErrorMessage);
	// OptionsString is now set
	FString DifficultyStr = UGameplayStatics::ParseOption(OptionsString, TEXT("Difficulty"));
	Difficulty = DifficultyStr.IsEmpty() ? EGameDifficulty::Normal : ParseDifficulty(DifficultyStr);
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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