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AGameStateBase::HasMatchEnded

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

Description

Returns true if the match can be considered over. The base implementation always returns false — you must override it in a subclass to define end conditions.

Caveats & Gotchas

  • The base class always returns `false`. Forgetting to override this in your `AGameStateBase` subclass means AI or Blueprint logic that polls `HasMatchEnded()` will never see the match end.
  • `AGameState` does NOT override this either — it tracks states like `WaitingPostMatch` but its `HasMatchEnded()` still returns false unless you override it yourself.

Signature

UFUNCTION(BlueprintCallable, Category = Game)
ENGINE_API virtual bool HasMatchEnded() const

Return Type

bool

Example

Override to track a winning condition C++
bool AMyGameState::HasMatchEnded() const
{
    return bWinnerDeclared;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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