UGameplayStatics::GetGameMode
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the current GameModeBase for the world, or null if unavailable. Use this to access rules, scoring, and match state from any actor.
Caveats & Gotchas
- • Always returns null on clients in a multiplayer game — GameMode only exists on the server. Guard all calls with a null check or a HasAuthority() check.
- • Returns AGameModeBase*, not AGameMode*. If your project uses AGameMode (the older class with match state), you must Cast<AGameMode> the result.
- • During the very first tick before BeginPlay fires on the GameMode, this may return null even on the server. Do not call it during very early initialization.
Signature
static ENGINE_API class AGameModeBase* GetGameMode(const UObject* WorldContextObject); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Any object in the world to use as context. | — |
Return Type
AGameModeBase* Example
Access the GameMode safely from an Actor C++
AMyGameMode* GM = Cast<AMyGameMode>(UGameplayStatics::GetGameMode(this));
if (GM)
{
GM->AddScore(10);
} Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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