UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AGameMode Member List

This is the complete list of members for AGameMode, including all inherited members.

AddInactivePlayer(APlayerState *PlayerState, APlayerController *PC)AGameModevirtual
bDelayedStartAGameMode
bHandleDedicatedServerReplaysAGameModeprotected
Broadcast(AActor *Sender, const FString &Msg, FName Type=NAME_None)AGameModevirtual
BroadcastLocalized(AActor *Sender, TSubclassOf< ULocalMessage > Message, int32 Switch=0, APlayerState *RelatedPlayerState_1=NULL, APlayerState *RelatedPlayerState_2=NULL, UObject *OptionalObject=NULL)AGameModevirtual
CanServerTravel(const FString &URL, bool bAbsolute) overrideAGameModevirtual
EngineMessageClassAGameMode
FindInactivePlayer(APlayerController *PC)AGameModevirtual
GetNetworkNumber()AGameModevirtual
GetNumPlayers() overrideAGameModevirtual
GetNumSpectators() overrideAGameModevirtual
GetTravelType()AGameModevirtual
HandleDisconnect(UWorld *InWorld, UNetDriver *NetDriver)AGameModevirtual
HandleLeavingMap()AGameModeprotectedvirtual
HandleMatchAborted()AGameModeprotectedvirtual
HandleMatchHasEnded()AGameModeprotectedvirtual
HandleMatchHasStarted()AGameModeprotectedvirtual
HandleMatchIsWaitingToStart()AGameModeprotectedvirtual
HandleSeamlessTravelPlayer(AController *&C) overrideAGameModevirtual
HandleStartingNewPlayer_Implementation(APlayerController *NewPlayer) overrideAGameModevirtual
HasMatchEnded() const overrideAGameModevirtual
HasMatchStarted() const overrideAGameModevirtual
InactivePlayerArrayAGameMode
InactivePlayerStateLifeSpanAGameModeprotected
InitGame(const FString &MapName, const FString &Options, FString &ErrorMessage) overrideAGameModevirtual
InitSeamlessTravelPlayer(AController *NewController) overrideAGameModevirtual
IsHandlingReplays() overrideAGameModevirtual
K2_OnSetMatchState(FName NewState)AGameModeprotected
Logout(AController *Exiting) overrideAGameModevirtual
MatchStateAGameModeprotected
MaxInactivePlayersAGameModeprotected
MinRespawnDelayAGameMode
NotifyPendingConnectionLost(const FUniqueNetIdRepl &ConnectionUniqueId)AGameModevirtual
NumBotsAGameMode
NumPlayersAGameMode
NumSpectatorsAGameMode
NumTravellingPlayersAGameMode
OnMatchStateSet()AGameModeprotectedvirtual
OverridePlayerState(APlayerController *PC, APlayerState *OldPlayerState)AGameModevirtual
PlayerCanRestart_Implementation(APlayerController *Player) overrideAGameModevirtual
PlayerSwitchedToSpectatorOnly(APlayerController *PC)AGameMode
PostCommitMapChange()AGameModevirtual
PostLogin(APlayerController *NewPlayer) overrideAGameModevirtual
PostSeamlessTravel() overrideAGameModevirtual
PreCommitMapChange(const FString &PreviousMapName, const FString &NextMapName)AGameModevirtual
ReadyToEndMatch()AGameModeprotected
ReadyToStartMatch()AGameModeprotected
RemovePlayerControllerFromPlayerCount(APlayerController *PC)AGameMode
Say(const FString &Msg)AGameModevirtual
SetMatchState(FName NewState)AGameModeprotectedvirtual
SetSeamlessTravelViewTarget(APlayerController *PC)AGameModevirtual
SpawnPlayerFromSimulate(const FVector &NewLocation, const FRotator &NewRotation) overrideAGameModevirtual
StartPlay() overrideAGameModevirtual
StartToLeaveMap() overrideAGameModevirtual
Tick(float DeltaSeconds) overrideAGameModevirtual