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AGameModeBase::ShouldReset

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

Description

Called by `ResetLevel()` for each actor to determine whether `Reset()` should be invoked on it. The default implementation returns true for all actors.

Caveats & Gotchas

  • The `GameMode` and `Controller` actors are already excluded before this function is called — you do not need to filter them out manually.
  • Since this is a `BlueprintNativeEvent`, the C++ override must be named `ShouldReset_Implementation`; calling `Super::ShouldReset_Implementation(ActorToReset)` is recommended to preserve default behaviour for actors you don't explicitly handle.
  • Returning false here does not call any alternative reset — the actor is simply skipped entirely, so you must reset it yourself if needed.

Signature

ENGINE_API bool ShouldReset(AActor* ActorToReset)

Parameters

Name Type Description Default
ActorToReset AActor* The actor being evaluated for reset.

Return Type

bool

Example

Preserve certain actors across a level reset C++
bool AMyGameMode::ShouldReset_Implementation(AActor* ActorToReset)
{
    // Keep collectibles in their current state (already picked up)
    if (ActorToReset->ActorHasTag(TEXT("Collectible")))
    {
        return false;
    }
    return Super::ShouldReset_Implementation(ActorToReset);
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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