Class GameStateBase
GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.
Inheritance
System.Object
GameStateBase
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class GameStateBase : Info
Properties
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AuthorityGameMode
Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL.
Declaration
public GameModeBase AuthorityGameMode { get; }
Property Value
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bReplicatedHasBegunPlay
Declaration
public bool bReplicatedHasBegunPlay { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static GameStateBase DefaultObject { get; }
Property Value
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GameModeClass
Class of the server's game mode, assigned by GameModeBase.
Declaration
public SubclassOf<GameModeBase> GameModeClass { get; }
Property Value
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PlayerArray
Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)
Declaration
public ObjectArrayField<PlayerState> PlayerArray { get; }
Property Value
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ReplicatedWorldTimeSeconds
Server TimeSeconds. Useful for syncing up animation and gameplay.
Declaration
public float ReplicatedWorldTimeSeconds { get; set; }
Property Value
Type |
Description |
System.Single |
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ServerWorldTimeSecondsDelta
The difference from the local world's TimeSeconds and the server world's TimeSeconds.
Declaration
public float ServerWorldTimeSecondsDelta { get; set; }
Property Value
Type |
Description |
System.Single |
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ServerWorldTimeSecondsUpdateFrequency
Frequency that the server updates the replicated TimeSeconds from the world. Set to zero to disable periodic updates.
Declaration
public float ServerWorldTimeSecondsUpdateFrequency { get; set; }
Property Value
Type |
Description |
System.Single |
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SpectatorClass
Class used by spectators, assigned by GameModeBase.
Declaration
public SubclassOf<SpectatorPawn> SpectatorClass { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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GetPlayerRespawnDelay(Controller)
Returns how much time needs to be spent before a player can respawn
Declaration
public float GetPlayerRespawnDelay(Controller Controller)
Parameters
Returns
Type |
Description |
System.Single |
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GetPlayerStartTime(Controller)
Returns the time that should be used as when a player started
Declaration
public float GetPlayerStartTime(Controller Controller)
Parameters
Returns
Type |
Description |
System.Single |
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GetServerWorldTimeSeconds()
Returns the simulated TimeSeconds on the server, will be synchronized on client and server
Declaration
public float GetServerWorldTimeSeconds()
Returns
Type |
Description |
System.Single |
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HasBegunPlay()
Returns true if the world has started play (called BeginPlay on actors)
Declaration
public bool HasBegunPlay()
Returns
Type |
Description |
System.Boolean |
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HasMatchStarted()
Returns true if the world has started match (called MatchStarted callbacks)
Declaration
public bool HasMatchStarted()
Returns
Type |
Description |
System.Boolean |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static GameStateBase New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to GameStateBase)
Convert from IntPtr to UObject
Declaration
public static implicit operator GameStateBase(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns