RealDocs

UWorld::GetGameState

function Engine Since 4.0
#include "Engine/World.h"
Access: public Specifiers: const

Description

Returns the current GameState instance cast to the template type. Returns null if the GameState hasn't been set or the cast fails.

Signature

template<class T> T* GetGameState() const

Return Type

T*

Caveats & Gotchas

  • The non-template overload returns AGameStateBase* — use the template version in typed C++ code to avoid manual casting.
  • GameState is replicated to all clients and is valid on both server and client after BeginPlay. It may be null very early in initialization before the GameState actor is created.
  • Do not confuse with GetAuthGameMode() — GameState is accessible everywhere; GameMode is server-only.

Example

Access a typed GameState C++
AMyGameState* GS = GetWorld()->GetGameState<AMyGameState>();
if (GS)
{
	int32 Score = GS->GetTeamScore();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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