Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- AGameStateBase
- AGameState
- AARSharedWorldGameState
- ANetworkPredictionExtrasGameState
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/GameState.h |
| Include | #include "GameFramework/GameState.h" |
Syntax
class AGameState : public AGameStateBase
Remarks
GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. It is tied to functionality in GameMode.
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | ElapsedTime | Elapsed game time since match has started. | |
| FName | MatchState | What match state we are currently in | |
| FName | PreviousMatchState | Previous map state, used to handle if multiple transitions happen per frame | |
| FTimerHandle | TimerHandle_DefaultTimer | Handle for efficient management of DefaultTimer timer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AGameState
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DefaultTimer () |
Called periodically, overridden by subclasses | |
| FName | Returns the current match state, this is an accessor to protect the state machine flow | ||
| void | Called when the match transitions to LeavingMap | ||
| void | Called when the map transitions to WaitingPostMatch | ||
| void | Called when the state transitions to InProgress | ||
| void | Called when the state transitions to WaitingToStart | ||
| bool | Returns true if we're in progress | ||
| void | Gives clients the chance to do something when time gets updates | ||
| void | Match state has changed | ||
| void | SetMatchState
(
FName NewState |
Updates the match state and calls the appropriate transition functions, only valid on server |
Overridden from AGameStateBase
| Type | Name | Description | |
|---|---|---|---|
| float | GetPlayerRespawnDelay
(
AController* Controller |
Returns how much time needs to be spent before a player can respawn | |
| float | GetPlayerStartTime
(
AController* Controller |
Returns the time that should be used as when a player started | |
| void | Called by game mode to set the started play bool | ||
| bool | Returns true if match is WaitingPostMatch or later | ||
| bool | Returns true if the world has started match (called MatchStarted callbacks) | ||
| void | Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients) |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |