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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- AGameStateBase
- AGameState
- AARSharedWorldGameState
- ANetworkPredictionExtrasGameState
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/GameStateBase.h |
Include | #include "GameFramework/GameStateBase.h" |
Syntax
class AGameStateBase : public AInfo
Remarks
GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated.
Variables
Type | Name | Description | |
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TObjectPtr< AGameModeBase > | AuthorityGameMode | Instance of the current game mode, exists only on the server. |
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bool | bReplicatedHasBegunPlay | Replicated when GameModeBase->StartPlay has been called so the client will also start play |
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TSubclassOf< AGameModeBase > | GameModeClass | Class of the server's game mode, assigned by GameModeBase. |
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uint32 | NumServerWorldTimeSecondsDeltas | The number of server world time deltas accumulated in SumServerWorldTimeSecondsDelta - used for computing the mean |
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TArray< TObjectPtr< APlayerState > > | PlayerArray | Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant) |
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double | ReplicatedWorldTimeSecondsDouble | |
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float | ServerWorldTimeSecondsDelta | The difference from the local world's TimeSeconds and the server world's TimeSeconds. |
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float | ServerWorldTimeSecondsUpdateFrequency | Frequency that the server updates the replicated TimeSeconds from the world. |
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TSubclassOf< ASpectatorPawn > | SpectatorClass | Class used by spectators, assigned by GameModeBase. |
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double | SumServerWorldTimeSecondsDelta | Cumulative sum of computed server world time deltas for smoothed-averaging |
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FTimerHandle | TimerHandle_UpdateServerTimeSeconds | Handle for efficient management of the UpdateServerTimeSeconds timer |
Constructors
Type | Name | Description | |
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AGameStateBase
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddPlayerState
(
APlayerState* PlayerState |
Add PlayerState to the PlayerArray |
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void | AsyncPackageLoaded
(
UObject* Package |
Allow game states to react to asset packages being loaded asynchronously |
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const AGameModeBase * | Helper to return the default object of the GameModeBase class corresponding to this GameState. | |
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const T * | Helper template to returns the GameModeBase default object cast to the right type | |
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float | GetPlayerRespawnDelay
(
AController* Controller |
Returns how much time needs to be spent before a player can respawn |
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float | GetPlayerStartTime
(
AController* Controller |
Returns the time that should be used as when a player started |
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APlayerState * | GetPlayerStateFromUniqueNetId
(
const FUniqueNetIdWrapper& InPlayerId |
Returns the player state for a specified unique player Id |
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double | Returns the simulated TimeSeconds on the server, will be synchronized on client and server | |
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void | Called by game mode to set the started play bool | |
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bool | HasBegunPlay () |
Returns true if the world has started play (called BeginPlay on actors) |
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bool | Returns true if the match can be considered ended. Defaults to false. | |
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bool | Returns true if the world has started match (called MatchStarted callbacks) | |
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void | GameModeBase class notification callback. | |
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void | By default calls BeginPlay and StartMatch | |
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void | Allows clients to calculate ServerWorldTimeSecondsDelta | |
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void | Callback when we receive the spectator class | |
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void | Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients) | |
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void | Called when the SpectatorClass property is set (at startup for the server, after the variable has been replicated on clients) | |
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void | RemovePlayerState
(
APlayerState* PlayerState |
Remove PlayerState from the PlayerArray. |
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void | SeamlessTravelTransitionCheckpoint
(
bool bToTransitionMap |
Called during seamless travel transition twice (once when the transition map is loaded, once when destination map is loaded) |
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void | Called periodically to update ReplicatedWorldTimeSecondsDouble |
Overridden from AActor
Type | Name | Description | |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Overridden from UObject
Type | Name | Description | |
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void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
Deprecated Variables
Type | Name | Description | |
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float | ReplicatedWorldTimeSeconds | ReplicatedWorldTimeSeconds is deprecated. Use ReplicatedWorldTimeSecondsDouble. |
Deprecated Functions
Type | Name | Description | |
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void | OnRep_ReplicatedWorldTimeSeconds() is deprecated. Use OnRep_ReplicatedWorldTimeSecondsDouble(). |