GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated.
Member | Type | Offset | Share |
---|---|---|---|
GameModeClass
Class of the server's game mode, assigned by GameModeBase. |
AGameModeBase* | 0x220 | |
AuthorityGameMode
Instance of the current game mode, exists only on the server. |
AGameModeBase* | 0x228 | |
SpectatorClass
Class used by spectators, assigned by GameModeBase. |
ASpectatorPawn* | 0x230 | |
PlayerArray
Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant) |
TArray<APlayerState*> | 0x238 | |
bReplicatedHasBegunPlay
Replicated when GameModeBase->StartPlay has been called so the client will also start play |
bool | 0x248 | |
ReplicatedWorldTimeSeconds
Server TimeSeconds. Useful for syncing up animation and gameplay. |
float | 0x24c | |
ServerWorldTimeSecondsDelta
The difference from the local world's TimeSeconds and the server world's TimeSeconds. |
float | 0x250 | |
ServerWorldTimeSecondsUpdateFrequency
Frequency that the server updates the replicated TimeSeconds from the world. |
float | 0x254 |