unreal.GameInstance
¶
- class unreal.GameInstance(outer=None, name='None')¶
Bases:
unreal.Object
GameInstance: high-level manager object for an instance of the running game. Spawned at game creation and not destroyed until game instance is shut down. Running as a standalone game, there will be one of these. Running in PIE (play-in-editor) will generate one of these per PIE instance.
C++ Source:
Module: Engine
File: GameInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
on_pawn_controller_changed_delegates
(OnPawnControllerChanged): [Read-Write] gets triggered shortly after a pawn’s controller is set. Most of the timeit signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once
- handle_network_error(failure_type, is_server) → None¶
Opportunity for blueprints to handle network errors.
- Parameters
failure_type (NetworkFailure) –
is_server (bool) –
- handle_travel_error(failure_type) → None¶
Opportunity for blueprints to handle travel errors.
- Parameters
failure_type (TravelFailure) –
- property on_pawn_controller_changed_delegates¶
[Read-Write] gets triggered shortly after a pawn’s controller is set. Most of the time it signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once
- Type