24 results for "gamestate" in function
Adds the given `APlayerState` to `PlayerArray`.
Called by the engine when an async package load completes.
Returns the CDO (class default object) of the game mode class associated with this game state.
Registers which UPROPERTY members are replicated and under what conditions.
Returns how many seconds a player must wait before being allowed to respawn.
Returns the world time at which the given player started (or should be considered to have started).
Searches `PlayerArray` for the `APlayerState` matching the given unique net ID.
Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.
Called by the GameMode when gameplay officially begins (after StartPlay is called).
Returns true once the world has called `BeginPlay` on all actors.
Returns true if the match can be considered over.
Returns true once the game mode has called its match-started callbacks.
Called after all components have been initialized.
Called when the `GameModeClass` property becomes valid — immediately on the server during initialization, and on clients once the replicated value arrives.
Called when the `SpectatorClass` property becomes valid — on the server during init and on clients after replication.
Removes the given `APlayerState` from `PlayerArray`.
Called twice during a seamless travel: once when loading the transition map and once when loading the destination map.
Returns the current GameState instance cast to the template type.
Returns the current GameState cast to the requested type.
Returns the current GameStateBase for the world, or null if it cannot be retrieved.
Initializes the GameState actor with default settings.
Called after all components have been initialized.
Called before the GameMode's components are initialized.
Overrides AActor::Reset to reinitialize the game state.