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AGameStateBase::ReceivedGameModeClass

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

Description

Called when the `GameModeClass` property becomes valid — immediately on the server during initialization, and on clients once the replicated value arrives. Override to perform one-time setup that depends on knowing the game mode class.

Caveats & Gotchas

  • On the server this fires synchronously during `PostInitializeComponents`. On clients it fires inside `OnRep_GameModeClass` — the ordering relative to other replication callbacks is not guaranteed.
  • Always call `Super::ReceivedGameModeClass()` first; the base class may install timer callbacks or perform other bookkeeping that subclasses depend on.

Signature

ENGINE_API virtual void ReceivedGameModeClass()

Return Type

void

Example

Initialize client UI once game mode class is known C++
void AMyGameState::ReceivedGameModeClass()
{
    Super::ReceivedGameModeClass();
    if (IsNetMode(NM_Client))
    {
        UpdateHUDForGameMode(GameModeClass);
    }
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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