16 results for "core"
Applies core redirects (from DefaultEngine.
Returns the player's current replicated score value.
Replication notification called on clients when the Score property changes on the server.
Sets the player's score and triggers replication to all clients via OnRep_Score.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
Created for every player on a server (or in a standalone game) and replicated to all clients.
Determines where a UFUNCTION call should execute — locally, on the server, or on clients.
Registers which properties are replicated to remote machines and under what conditions.
The core move dispatch function — builds a path and passes it to the PathFollowingComponent.
Replication notification called on clients when the PlayerState pointer changes.
The APlayerState subclass associated with every player and replicated to all clients.
Called after the path is deserialized to apply core redirects and any other post-load fixup, updating the path in place.
Called by the save system immediately before an asset is saved; resolves any pending core redirects so the on-disk path is always up to date.
Resets the player state to its default values.
Serializes the soft object path to or from an archive, applying post-load fixup (core redirects, PIE remapping) on load.
The core component of the Gameplay Ability System (GAS).