RealDocs

13 results for "team"

function
AAIController::GetGenericTeamId AIModule

Returns the team ID assigned to this AI controller.

function
AAIController::SetGenericTeamId AIModule

Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface.

class
AGameStateBase Engine

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

function
AGameModeBase::CanSpectate Engine

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

function
AGameModeBase::ChoosePlayerStart Engine

Selects the best unoccupied PlayerStart actor for a given player.

property
AGameModeBase::GameSession Engine

The live AGameSession instance spawned by this game mode.

function
AGameModeBase::GetDefaultPawnClassForController Engine

Returns the pawn class to spawn for a given controller.

function
AGameModeBase::PlayerCanRestart Engine

Returns true if a player is currently allowed to respawn.

property
AGameModeBase::PlayerStateClass Engine

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

function
AAIController::PostInitializeComponents AIModule

Called after all components are initialized.

function
AGameModeBase::RestartPlayer Engine

Finds a player start, spawns the default pawn, and possesses it — the full respawn flow in a single call.

function
AGameModeBase::RestartPlayerAtTransform Engine

Spawns or respawns a player's pawn at a specific world transform instead of at a player start actor.

function
AAIController::ShouldSyncBlackboardWith AIModule

Called by the Blackboard system to determine whether this controller permits data synchronization from another UBlackboardComponent.