AGameModeBase > AInfo > AActor > UObject
GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. It has default behavior for picking spawn points and match state. If you want a simpler base, inherit from GameModeBase instead.
Member | Type | Offset | Share |
---|---|---|---|
MatchState
What match state we are currently in |
FName | 0x 2c0 | |
bDelayedStart : 1 | char | 0x 2c8 | |
NumSpectators
Current number of spectators. |
int32_t | 0x 2cc | |
NumPlayers
Current number of human players. |
int32_t | 0x 2d0 | |
NumBots
Number of non-human players (AI controlled but participating as a player). |
int32_t | 0x 2d4 | |
MinRespawnDelay
Minimum time before player can respawn after dying. |
float | 0x 2d8 | |
NumTravellingPlayers
Number of players that are still traveling from a previous map |
int32_t | 0x 2dc | |
EngineMessageClass
Contains strings describing localized game agnostic messages. |
ULocalMessage* | 0x 2e0 | |
InactivePlayerArray
PlayerStates of players who have disconnected from the server (saved in case they reconnect) |
TArray<APlayerState*> | 0x 2e8 | |
InactivePlayerStateLifeSpan
Time a playerstate will stick around in an inactive state after a player logout |
float | 0x 2f8 | |
MaxInactivePlayers
The maximum number of inactive players before we kick the oldest ones out |
int32_t | 0x 2fc | |
bHandleDedicatedServerReplays
If true, dedicated servers will record replays when HandleMatchHasStarted/HandleMatchHasStopped is called |
bool | 0x 300 |