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50 results for "gamemode"

class
AGameModeBase Engine

Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.

function
AGameModeBase::AllowCheats Engine

Returns true if the given player should have access to cheat commands.

function
AGameModeBase::AllowPausing Engine

Returns true if the game allows pausing.

function
AGameModeBase::CanServerTravel Engine

Override to gate server travel to specific maps or under specific conditions.

function
AGameModeBase::CanSpectate Engine

Determines whether a player is allowed to spectate another specific player.

function
AGameModeBase::ChangeName Engine

Assigns or changes a player's name on the server, then broadcasts the change via K2_OnChangeName.

function
AGameModeBase::ChoosePlayerStart Engine

Selects the best unoccupied PlayerStart actor for a given player.

function
AGameModeBase::ClearPause Engine

Iterates the list of CanUnpause delegates and removes any that return true.

property
AGameModeBase::DefaultPawnClass Engine

The pawn class spawned when a player joins or restarts.

property
AGameModeBase::DefaultPlayerName Engine

The player name assigned to any player who joins without specifying a name in the URL options.

function
AGameModeBase::FindPlayerStart Engine

Returns the PlayerStart actor to use for a player's next spawn.

function
AGameModeBase::ForceClearUnpauseDelegates Engine

Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.

property
AGameModeBase::GameSession Engine

The live AGameSession instance spawned by this game mode.

property
AGameModeBase::GameSessionClass Engine

The AGameSession subclass this game mode spawns to handle login approval and the online game interface.

property
AGameModeBase::GameState Engine

The live AGameStateBase instance for this session.

property
AGameModeBase::GameStateClass Engine

The AGameStateBase subclass this game mode spawns and replicates to all clients.

function
AGameModeBase::GameWelcomePlayer Engine

Called when a client first connects to the server, before `PreLogin`.

function
AGameModeBase::GetDefaultPawnClassForController Engine

Returns the pawn class to spawn for a given controller.

function
AGameModeBase::GetGameNetDriverReplicationSystem Engine

Returns the replication system this GameMode requests for the GameNetDriver.

function
AGameModeBase::GetGameSessionClass Engine

Returns the AGameSession subclass to spawn for this game mode.

function
AGameModeBase::GetGameState Engine

Returns the current GameState cast to the requested type.

function
AGameModeBase::GetNumPlayers Engine

Returns the number of active human players currently in the game, excluding spectators.

function
AGameModeBase::GetNumSpectators Engine

Returns the number of human players who are currently spectating.

function
AGameModeBase::GetPlayerControllerClassToSpawnForSeamlessTravel Engine

Returns the PlayerController class to spawn for a seamlessly traveling player.

function
AGameModeBase::GetSeamlessTravelActorList Engine

Called on the server during seamless travel to collect actors that should be moved into the next level.

property
AGameModeBase::HUDClass Engine

The AHUD subclass spawned for each local player.

function
AGameModeBase::HandleSeamlessTravelPlayer Engine

Called server-side to reinitialize a player who survived seamless travel into the new level.

function
AGameModeBase::HandleStartingNewPlayer Engine

Called at the end of `PostLogin` to signal that the player is ready to enter the game.

function
AGameModeBase::HasMatchEnded Engine

Returns true if the match can be considered over.

function
AGameModeBase::HasMatchStarted Engine

Returns true once StartPlay has been called and the match-start callbacks have fired.

function
AGameModeBase::InitGame Engine

Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.

function
AGameModeBase::InitGameState Engine

Initializes the GameState actor with default settings.

function
AGameModeBase::InitStartSpot Engine

Called from RestartPlayerAtPlayerStart just before a pawn is spawned, allowing the game mode to initialize or claim the start spot.

function
AGameModeBase::IsHandlingReplays Engine

Returns true if the game mode automatically starts and stops replay recording when gameplay begins and ends.

function
AGameModeBase::IsPaused Engine

Returns true if the game is currently paused.

function
AGameModeBase::K2_FindPlayerStart Engine

Blueprint-accessible wrapper for FindPlayerStart.

function
AGameModeBase::K2_OnChangeName Engine

Blueprint event fired by ChangeName after a player's name has been updated.

function
AGameModeBase::K2_OnLogout Engine

Blueprint-implementable event fired near the end of `Logout`.

function
AGameModeBase::K2_OnRestartPlayer Engine

Blueprint event fired at the end of RestartPlayer and RestartPlayerAtPlayerStart after the pawn has been successfully spawned and possessed.

function
AGameModeBase::K2_PostLogin Engine

Blueprint-implementable event fired at the end of `PostLogin`.

function
AGameModeBase::Login Engine

Creates and returns a new PlayerController for a player joining the server.

function
AGameModeBase::Logout Engine

Called when a controller with a `PlayerState` leaves the game or is destroyed.

function
AGameModeBase::MustSpectate Engine

Returns true if the given player is only allowed to join as a spectator.

property
AGameModeBase::OptionsString Engine

Stores the full URL options string from the map load command.

function
AGameModeBase::PlayerCanRestart Engine

Returns true if a player is currently allowed to respawn.

property
AGameModeBase::PlayerControllerClass Engine

The APlayerController subclass spawned for every player who joins.

property
AGameModeBase::PlayerStateClass Engine

The APlayerState subclass associated with every player and replicated to all clients.

function
AGameModeBase::PostLogin Engine

Called after a player has successfully logged in.

function
AGameModeBase::PostSeamlessTravel Engine

Called on the new GameMode after all seamless-travel players have been reinitialized.

function
AGameModeBase::PreInitializeComponents Engine

Called before the GameMode's components are initialized.