39 results for "gamemode" in function
Returns true if the given player should have access to cheat commands.
Returns true if the game allows pausing.
Override to gate server travel to specific maps or under specific conditions.
Determines whether a player is allowed to spectate another specific player.
Assigns or changes a player's name on the server, then broadcasts the change via K2_OnChangeName.
Selects the best unoccupied PlayerStart actor for a given player.
Iterates the list of CanUnpause delegates and removes any that return true.
Returns the PlayerStart actor to use for a player's next spawn.
Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.
Called when a client first connects to the server, before `PreLogin`.
Returns the pawn class to spawn for a given controller.
Returns the replication system this GameMode requests for the GameNetDriver.
Returns the AGameSession subclass to spawn for this game mode.
Returns the current GameState cast to the requested type.
Returns the number of active human players currently in the game, excluding spectators.
Returns the number of human players who are currently spectating.
Returns the PlayerController class to spawn for a seamlessly traveling player.
Called on the server during seamless travel to collect actors that should be moved into the next level.
Called server-side to reinitialize a player who survived seamless travel into the new level.
Called at the end of `PostLogin` to signal that the player is ready to enter the game.
Returns true if the match can be considered over.
Returns true once StartPlay has been called and the match-start callbacks have fired.
Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.
Initializes the GameState actor with default settings.
Called from RestartPlayerAtPlayerStart just before a pawn is spawned, allowing the game mode to initialize or claim the start spot.
Returns true if the game mode automatically starts and stops replay recording when gameplay begins and ends.
Returns true if the game is currently paused.
Blueprint-accessible wrapper for FindPlayerStart.
Blueprint event fired by ChangeName after a player's name has been updated.
Blueprint-implementable event fired near the end of `Logout`.
Blueprint event fired at the end of RestartPlayer and RestartPlayerAtPlayerStart after the pawn has been successfully spawned and possessed.
Blueprint-implementable event fired at the end of `PostLogin`.
Creates and returns a new PlayerController for a player joining the server.
Called when a controller with a `PlayerState` leaves the game or is destroyed.
Returns true if the given player is only allowed to join as a spectator.
Returns true if a player is currently allowed to respawn.
Called after a player has successfully logged in.
Called on the new GameMode after all seamless-travel players have been reinitialized.
Called before the GameMode's components are initialized.