unreal.GameModeBase

class unreal.GameModeBase(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Info

The GameModeBase defines the game being played. It governs the game rules, scoring, what actors are allowed to exist in this game type, and who may enter the game.

It is only instanced on the server and will never exist on the client.

A GameModeBase actor is instantiated when the level is initialized for gameplay in C++ UGameEngine::LoadMap().

The class of this GameMode actor is determined by (in order) either the URL ?game=xxx, the GameMode Override value set in the World Settings, or the DefaultGameMode entry set in the game’s Project Settings. see: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/GameMode/index.html

C++ Source:

  • Module: Engine

  • File: GameModeBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • async_physics_tick_enabled (bool): [Read-Write] Async Physics Tick Enabled: Whether to use use the async physics tick with this actor.

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • content_bundle_guid (Guid): [Read-Write] Content Bundle Guid: The GUID for this actor’s content bundle.

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write] Data Layer Assets

  • data_layers (Array[ActorDataLayer]): [Read-Only] Data Layers: DataLayers the actor belongs to.

  • default_pawn_class (type(Class)): [Read-Write] Default Pawn Class: The default pawn class used by players.

  • default_player_name (Text): [Read-Write] Default Player Name: The default player name assigned to players that join with no name specified.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • game_session_class (type(Class)): [Read-Write] Game Session Class: Class of GameSession, which handles login approval and online game interface

  • game_state_class (type(Class)): [Read-Write] Game State Class: Class of GameState associated with this GameMode.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • hud_class (type(Class)): [Read-Write] HUDClass: HUD class this game uses.

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array[Name]): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • options_string (str): [Read-Write] Options String: Save options string and parse it when needed

  • pauseable (bool): [Read-Write] Pauseable: Whether the game is pauseable.

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • player_controller_class (type(Class)): [Read-Write] Player Controller Class: The class of PlayerController to spawn for players logging in.

  • player_state_class (type(Class)): [Read-Write] Player State Class: A PlayerState of this class will be associated with every player to replicate relevant player information to all clients.

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Remote Role: Describes how much control the remote machine has over the actor.

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replay_spectator_player_controller_class (type(Class)): [Read-Write] Replay Spectator Player Controller Class: The PlayerController class used when spectating a network replay.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • role (NetRole): [Read-Only] Role: Describes how much control the local machine has over the actor.

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • server_stat_replicator_class (type(Class)): [Read-Write] Server Stat Replicator Class

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • spectator_class (type(Class)): [Read-Write] Spectator Class: The pawn class used by the PlayerController for players when spectating.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • start_players_as_spectators (bool): [Read-Write] Start Players as Spectators: Whether players should immediately spawn when logging in, or stay as spectators until they manually spawn

  • tags (Array[Name]): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • use_seamless_travel (bool): [Read-Write] Use Seamless Travel: Whether the game perform map travels using SeamlessTravel() which loads in the background and doesn’t disconnect clients

can_spectate(viewer, view_target) bool

Return whether Viewer is allowed to spectate from the point of view of ViewTarget.

Parameters:
Return type:

bool

change_name(controller, new_name, name_change) None

Sets the name for a controller

Parameters:
  • controller (Controller) – The controller of the player to change the name of

  • new_name (str) – The name to set the player to

  • name_change (bool) – Whether the name is changing or if this is the first time it has been set

choose_player_start(player) Actor

Return the ‘best’ player start for this player to spawn from Default implementation looks for a random unoccupied spot

Parameters:

player (Controller) – is the controller for whom we are choosing a playerstart

Returns:

AActor chosen as player start (usually a PlayerStart)

Return type:

Actor

property default_pawn_class: Class

[Read-Write] Default Pawn Class: The default pawn class used by players.

Type:

(type(Class))

find_player_start(player, incoming_name) Actor

Return the specific player start actor that should be used for the next spawn This will either use a previously saved startactor, or calls ChoosePlayerStart

Parameters:
  • player (Controller) – The AController for whom we are choosing a Player Start

  • incoming_name (str) – Specifies the tag of a Player Start to use

Returns:

Actor chosen as player start (usually a PlayerStart)

Return type:

Actor

property game_session_class: Class

[Read-Write] Game Session Class: Class of GameSession, which handles login approval and online game interface

Type:

(type(Class))

property game_state_class: Class

[Read-Only] Game State Class: Class of GameState associated with this GameMode.

Type:

(type(Class))

get_default_pawn_class_for_controller(controller)

Returns default pawn class for given controller

Parameters:

controller (Controller) –

Return type:

type(Class)

get_num_players() int32

Returns number of active human players, excluding spectators

Return type:

int32

get_num_spectators() int32

Returns number of human players currently spectating

Return type:

int32

handle_starting_new_player(new_player) None

Signals that a player is ready to enter the game, which may start it up

Parameters:

new_player (PlayerController) –

has_match_ended() bool

Returns true if the match can be considered ended

Return type:

bool

has_match_started() bool

Returns true if the match start callbacks have been called

Return type:

bool

property hud_class: Class

[Read-Write] HUDClass: HUD class this game uses.

Type:

(type(Class))

init_start_spot(start_spot, new_player) None

Called from RestartPlayerAtPlayerStart, can be used to initialize the start spawn actor

Parameters:
initialize_hud_for_player(new_player) None

Initialize the AHUD object for a player. Games can override this to do something different

Parameters:

new_player (PlayerController) –

k2_find_player_start(player, incoming_name='') Actor

Return the specific player start actor that should be used for the next spawn This will either use a previously saved startactor, or calls ChoosePlayerStart

Parameters:
  • player (Controller) – The AController for whom we are choosing a Player Start

  • incoming_name (str) – Specifies the tag of a Player Start to use

Returns:

Actor chosen as player start (usually a PlayerStart)

Return type:

Actor

must_spectate(new_player_controller) bool

Returns true if NewPlayerController may only join the server as a spectator.

Parameters:

new_player_controller (PlayerController) –

Return type:

bool

on_change_name(other, new_name, name_change) None

Overridable event for GameMode blueprint to respond to a change name call

Parameters:
  • other (Controller) –

  • new_name (str) – The name to set the player to

  • name_change (bool) – Whether the name is changing or if this is the first time it has been set

on_logout(exiting_controller) None

Implementable event when a Controller with a PlayerState leaves the game.

Parameters:

exiting_controller (Controller) –

on_post_login(new_player) None

Notification that a player has successfully logged in, and has been given a player controller

Parameters:

new_player (PlayerController) –

on_restart_player(new_player) None

Implementable event called at the end of RestartPlayer

Parameters:

new_player (Controller) –

on_swap_player_controllers(old_pc, new_pc) None

Called when a PlayerController is swapped to a new one during seamless travel

Parameters:
property options_string: str

[Read-Only] Options String: Save options string and parse it when needed

Type:

(str)

property pauseable: bool

[Read-Write] Pauseable: Whether the game is pauseable.

Type:

(bool)

player_can_restart(player) bool

Returns true if it’s valid to call RestartPlayer. By default will call Player->CanRestartPlayer

Parameters:

player (PlayerController) –

Return type:

bool

property player_controller_class: Class

[Read-Only] Player Controller Class: The class of PlayerController to spawn for players logging in.

Type:

(type(Class))

property player_state_class: Class

[Read-Only] Player State Class: A PlayerState of this class will be associated with every player to replicate relevant player information to all clients.

Type:

(type(Class))

property replay_spectator_player_controller_class: Class

[Read-Only] Replay Spectator Player Controller Class: The PlayerController class used when spectating a network replay.

Type:

(type(Class))

reset_level() None

Overridable function called when resetting level. This is used to reset the game state while staying in the same map Default implementation calls Reset() on all actors except GameMode and Controllers

restart_player(new_player) None

Tries to spawn the player’s pawn, at the location returned by FindPlayerStart

Parameters:

new_player (Controller) –

restart_player_at_player_start(new_player, start_spot) None

Tries to spawn the player’s pawn at the specified actor’s location

Parameters:
restart_player_at_transform(new_player, spawn_transform) None

Tries to spawn the player’s pawn at a specific location

Parameters:
return_to_main_menu_host() None

Return to main menu, and disconnect any players

property server_stat_replicator_class: Class

[Read-Only] Server Stat Replicator Class

Type:

(type(Class))

should_reset(actor_to_reset) bool

Overridable function to determine whether an Actor should have Reset called when the game has Reset called on it. Default implementation returns true

Parameters:

actor_to_reset (Actor) – The actor to make a determination for

Returns:

true if ActorToReset should have Reset() called on it while restarting the game, false if the GameMode will manually reset it or if the actor does not need to be reset

Return type:

bool

spawn_default_pawn_at_transform(new_player, spawn_transform) Pawn

Called during RestartPlayer to actually spawn the player’s pawn, when using a transform

Parameters:
  • new_player (Controller) – Controller for whom this pawn is spawned

  • spawn_transform (Transform) – Transform at which to spawn pawn

Returns:

a pawn of the default pawn class

Return type:

Pawn

spawn_default_pawn_for(new_player, start_spot) Pawn

Called during RestartPlayer to actually spawn the player’s pawn, when using a start spot

Parameters:
  • new_player (Controller) – Controller for whom this pawn is spawned

  • start_spot (Actor) – Actor at which to spawn pawn

Returns:

a pawn of the default pawn class

Return type:

Pawn

property spectator_class: Class

[Read-Only] Spectator Class: The pawn class used by the PlayerController for players when spectating.

Type:

(type(Class))

start_play() None

Transitions to calls BeginPlay on actors.

property start_players_as_spectators: bool

[Read-Only] Start Players as Spectators: Whether players should immediately spawn when logging in, or stay as spectators until they manually spawn

Type:

(bool)

property use_seamless_travel: bool

[Read-Write] Use Seamless Travel: Whether the game perform map travels using SeamlessTravel() which loads in the background and doesn’t disconnect clients

Type:

(bool)