RealDocs

31 results for "gamestate"

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

function
AGameStateBase::AddPlayerState Engine

Adds the given `APlayerState` to `PlayerArray`.

function
AGameStateBase::AsyncPackageLoaded Engine

Called by the engine when an async package load completes.

property
AGameStateBase::AuthorityGameMode Engine

Reference to the active GameMode instance.

property
AGameStateBase::GameModeClass Engine

The class of the server's game mode, assigned by GameModeBase during initialization.

function
AGameStateBase::GetDefaultGameMode Engine

Returns the CDO (class default object) of the game mode class associated with this game state.

function
AGameStateBase::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and under what conditions.

function
AGameStateBase::GetPlayerRespawnDelay Engine

Returns how many seconds a player must wait before being allowed to respawn.

function
AGameStateBase::GetPlayerStartTime Engine

Returns the world time at which the given player started (or should be considered to have started).

function
AGameStateBase::GetPlayerStateFromUniqueNetId Engine

Searches `PlayerArray` for the `APlayerState` matching the given unique net ID.

function
AGameStateBase::GetServerWorldTimeSeconds Engine

Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.

function
AGameStateBase::HandleBeginPlay Engine

Called by the GameMode when gameplay officially begins (after StartPlay is called).

function
AGameStateBase::HasBegunPlay Engine

Returns true once the world has called `BeginPlay` on all actors.

function
AGameStateBase::HasMatchEnded Engine

Returns true if the match can be considered over.

function
AGameStateBase::HasMatchStarted Engine

Returns true once the game mode has called its match-started callbacks.

property
AGameStateBase::PlayerArray Engine

The authoritative list of all connected PlayerStates, maintained on both server and clients.

function
AGameStateBase::PostInitializeComponents Engine

Called after all components have been initialized.

function
AGameStateBase::ReceivedGameModeClass Engine

Called when the `GameModeClass` property becomes valid — immediately on the server during initialization, and on clients once the replicated value arrives.

function
AGameStateBase::ReceivedSpectatorClass Engine

Called when the `SpectatorClass` property becomes valid — on the server during init and on clients after replication.

function
AGameStateBase::RemovePlayerState Engine

Removes the given `APlayerState` from `PlayerArray`.

function
AGameStateBase::SeamlessTravelTransitionCheckpoint Engine

Called twice during a seamless travel: once when loading the transition map and once when loading the destination map.

property
AGameStateBase::SpectatorClass Engine

The pawn class used for spectating, assigned by GameModeBase and replicated to all clients so they can spawn the correct spectator pawn when entering spectator mode.

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
UWorld::GetGameState Engine

Returns the current GameState instance cast to the template type.

function
AGameModeBase::GetGameState Engine

Returns the current GameState cast to the requested type.

function
UGameplayStatics::GetGameState Engine

Returns the current GameStateBase for the world, or null if it cannot be retrieved.

function
AGameModeBase::InitGameState Engine

Initializes the GameState actor with default settings.

function
APlayerState::PostInitializeComponents Engine

Called after all components have been initialized.

function
AGameModeBase::PreInitializeComponents Engine

Called before the GameMode's components are initialized.

function
AGameModeBase::Reset Engine

Overrides AActor::Reset to reinitialize the game state.