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AGameStateBase::GameModeClass

property Engine Blueprint Since 4.14
#include "GameFramework/GameStateBase.h"
Access: public Specifiers: UPROPERTYTransientBlueprintReadOnlyReplicatedUsing=OnRep_GameModeClass

Description

The class of the server's game mode, assigned by GameModeBase during initialization. Replicated to clients so they know which game mode is running even though they don't have a live instance.

Caveats & Gotchas

  • On non-authority clients the actual `AuthorityGameMode` instance is NULL — `GameModeClass` is the only way a client can identify what game mode is active.
  • Changes after initial replication trigger `OnRep_GameModeClass`, which calls `ReceivedGameModeClass`. Override that callback (not this property) to react to the class arriving on clients.

Signature

UPROPERTY(Transient, BlueprintReadOnly, Category=GameState, ReplicatedUsing=OnRep_GameModeClass)
TSubclassOf<AGameModeBase>  GameModeClass

Example

Check game mode class on a client C++
AGameStateBase* GS = GetWorld()->GetGameState();
if (GS && GS->GameModeClass)
{
    UE_LOG(LogTemp, Log, TEXT("Game mode class: %s"), *GS->GameModeClass->GetName());
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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