13 results for "team"
Returns the team ID assigned to this AI controller.
Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
Determines whether a player is allowed to spectate another specific player.
Selects the best unoccupied PlayerStart actor for a given player.
The live AGameSession instance spawned by this game mode.
Returns the pawn class to spawn for a given controller.
Returns true if a player is currently allowed to respawn.
The APlayerState subclass associated with every player and replicated to all clients.
Called after all components are initialized.
Finds a player start, spawns the default pawn, and possesses it — the full respawn flow in a single call.
Spawns or respawns a player's pawn at a specific world transform instead of at a player start actor.
Called by the Blackboard system to determine whether this controller permits data synchronization from another UBlackboardComponent.