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AGameStateBase::SpectatorClass

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

Description

The pawn class used for spectating, assigned by GameModeBase and replicated to all clients so they can spawn the correct spectator pawn when entering spectator mode.

Caveats & Gotchas

  • On clients, this value is only valid after `OnRep_SpectatorClass` fires — do not assume it is set during early `BeginPlay`.
  • The PlayerController uses this class when calling `SpawnSpectatorPawn`; overriding it without also customizing `AGameModeBase::SpectatorClass` can leave the two out of sync on listen servers.

Signature

UPROPERTY(Transient, BlueprintReadOnly, Category=GameState, ReplicatedUsing=OnRep_SpectatorClass)
TSubclassOf<ASpectatorPawn> SpectatorClass

Example

Read spectator class on a client C++
if (AGameStateBase* GS = GetWorld()->GetGameState())
{
    TSubclassOf<ASpectatorPawn> SpecClass = GS->SpectatorClass;
    UE_LOG(LogTemp, Log, TEXT("Spectator class: %s"), SpecClass ? *SpecClass->GetName() : TEXT("none"));
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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