Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for GameState
Pure node. Cast to your AGameState subclass to access custom replicated data.
GetGameStateUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoReplicated state shared across all clients (e.g. match time, team scores). Read-only from clients.
Defines the rules + default classes (Pawn, PlayerController, GameState) for a level. Only exists on the server.
Get Game StateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. Call on PlayerController or Pawn. Cast to your BP_PlayerState subclass.
GetPlayerStateUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::GetGameMode. Cast to your custom GameMode class.
Get Game ModeUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoReplicated per-player state (name, score). Lives on the server and replicates to all clients.
Pure node. Cast result to your GameMode subclass to access custom properties.
GetGameModeUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSETUP: Create Blueprint inheriting UGameInstanceSubsystem (or UWorldSubsystem for level-scoped). Override Initialize(Collection) to set up. Override Deinitialize to clean up. Add game variables here (Score, PlayTime, Settings). ACCESS FROM ANYWHERE: GetGameInstance → GetSubsystem(BP_GameSubsystem) → CastTo<BP_GameSubsystem> → access variables. WHY: Subsystems auto-create, auto-destroy, and don't need FindActor. Better than GameInstance for well-organized systems. UGameInstanceSubsystem persists across levels. UWorldSubsystem is recreated each level.
Pure node. Ideal for storing data that persists across level loads.
GetGameInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago