AGameStateBase::GetPlayerRespawnDelay
#include "GameFramework/GameStateBase.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallableconst
Description
Returns how many seconds a player must wait before being allowed to respawn. The base class returns `0.0f`; override to implement per-player or game-phase-dependent respawn timers.
Caveats & Gotchas
- • The base implementation always returns `0.0f`. Nothing in the engine automatically enforces this delay — your game mode is responsible for reading this value and blocking respawn accordingly.
- • Per-player delays (e.g. longer respawns for high-kill streaks) require storing per-controller state; the controller pointer alone is not enough to derive context without additional bookkeeping.
Signature
UFUNCTION(BlueprintCallable, Category=GameState)
ENGINE_API virtual float GetPlayerRespawnDelay(AController* Controller) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Controller | AController* | The controller for which the respawn delay should be determined. | — |
Return Type
float Example
Flat respawn delay based on game phase C++
float AMyGameState::GetPlayerRespawnDelay(AController* Controller) const
{
return bIsSuddenDeath ? 10.0f : 3.0f;
} See Also
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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