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AQuestExampleGameMode Class Reference

#include <QuestExampleGameMode.h>

Inheritance diagram for AQuestExampleGameMode:
AOnlineGameMode IOnlineGM

Public Member Functions

 AQuestExampleGameMode ()
 
- Public Member Functions inherited from AOnlineGameMode
 AOnlineGameMode ()
 
void UpdateScore ()
 
virtual void UpdatePlayerList ()
 
virtual void SpawnPlayer (APlayerController *PlayerController)
 

Protected Member Functions

virtual void BeginPlay () override
 
- Protected Member Functions inherited from AOnlineGameMode
virtual void GenericPlayerInitialization (AController *Controller) override
 
virtual void PostLogin (APlayerController *NewPlayer) override
 
virtual void Logout (AController *Exiting) override
 
virtual void SwapPlayerControllers (APlayerController *OldPC, APlayerController *NewPC) override
 
virtual void RegisterPlayer (APlayerController *NewPlayer)
 
int32 GetTotalNumberOfControllers () const
 
virtual void AddPlayerToTeam (APlayerController *PlayerController)
 
virtual FMatchState GetMultiplayerMatchState () const override
 
void DestroyPawn (APawn *Pawn) const
 
virtual void SpawnedPlayerDeath (FPlayerDeath &PlayerDeath, APawn *PawnThatDied)
 
virtual void SpawnedAIDeath (FPlayerDeath &PlayerDeath, APawn *PawnThatDied)
 
void OnPlayerDeath (const FPlayerDeath &PlayerDeath)
 
void OnAIDeath (const FPlayerDeath &PlayerDeath)
 
TArray< FPlayerDeath > & GetAllPlayerDeaths ()
 
TArray< FPlayerDeath > & GetAllAIDeaths ()
 
virtual void PreMatch ()
 
virtual void ReadyMatch ()
 
virtual void StartMatch () override
 
virtual void EndMatch () override
 
virtual void MatchCountdown ()
 
virtual bool ReadyToStartMatch_Implementation () override
 
void OnPreMatch ()
 
void OnReadyMatch ()
 
void OnStartMatch ()
 
void OnEndMatch ()
 
void OnMatchCountdown ()
 
virtual void SetEndMatchCondition ()
 
virtual bool GetIsMatchOver ()
 
virtual void UpdateGameState ()
 
FTransform FindRandomPlayerStart () const
 
FTransform FindRandomAIPlayerStart () const
 
FTransform FindTeamPlayerStart (const int32 TeamID)
 
void LogMissingPointer (const FString &PointerName) const
 
void LogDebugError (const FString &Message) const
 
void LogDebugWarning (const FString &Message) const
 
void LogDebugMessage (const FString &Message, const bool bWarning=false, const bool bError=false) const
 

Additional Inherited Members

- Public Attributes inherited from AOnlineGameMode
float UpdatePlayerListDelay = 0.3f
 
- Protected Attributes inherited from AOnlineGameMode
TArray< APlayerController * > AllPlayerControllers
 
TMap< int32, TArray< APlayerController * > > TeamPlayerControllers
 
TArray< FPlayerDeathAllPlayerDeaths
 
TArray< FPlayerDeathAllAIDeaths
 
TArray< FPlayerDeathAllDeaths
 
int32 NumberOfTeams = 2
 
TMap< int32, int32 > TeamScores
 
TArray< int32 > TeamIDs
 
bool bFriendlyFireOn = true
 
FString AISpawnTag = "AI"
 
int32 RespawnTime = 3
 
int32 SelfDeathRespawnTimeMultiplier = 2
 
int32 TeamKillDeathRespawnTimeMultiplier = 3
 
bool bMatchTimed = false
 
bool bMatchCountUp = false
 
bool bMatchTimeLimit = false
 
int32 MatchTime = 20
 
int32 MatchTimeLimit = 120
 
bool bTeamSpawns = true
 
bool bMatchOver = false
 
EMultiplayerMode MultiplayerMode = EMultiplayerMode::Default
 
bool bDisableStartTimers = false
 
int32 PreMatchWaitTime = 5
 
float MatchUpdateFrequency = 1.0f
 
int32 ReadyMatchWaitTime = 10
 
TArray< AActor * > PlayerStarts
 
TArray< AActor * > AIPlayerStarts
 
TMap< int32, int32 > LastUsedPlayerStart
 
int32 NumberOfPlayersToStart = 4
 
TMap< int32, TArray< APlayerStart * > > TeamStarts
 
bool bDebuggingMode = false
 
bool bLogPlayerStarts = false
 
bool bLogMatchTime = false
 
bool bLogMatchState = false
 
class IOnlineGSOnlineGameState = nullptr
 

Constructor & Destructor Documentation

◆ AQuestExampleGameMode()

AQuestExampleGameMode::AQuestExampleGameMode ( )
12{
13 // set default pawn class to our Blueprinted character
14 static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/QuestSystem/Example/Character/BP_QuestCharacter"));
15 if (PlayerPawnBPClass.Class != NULL)
16 {
17 DefaultPawnClass = PlayerPawnBPClass.Class;
18 }
19 static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/QuestSystem/Example/Character/BP_QuestPlayerController"));
20 if (PlayerControllerBPClass.Class != NULL)
21 {
22 PlayerControllerClass = PlayerControllerBPClass.Class;
23 }
24 static ConstructorHelpers::FClassFinder<AHUD> HUDBPClass(TEXT("/QuestSystem/Example/UI/BP_QuestHUD"));
25 if (HUDBPClass.Class != NULL)
26 {
27 HUDClass = HUDBPClass.Class;
28 }
29 static ConstructorHelpers::FClassFinder<AGameStateBase> GameStateBPClass(TEXT("/QuestSystem/Example/GameMode/QuestExample_GS"));
30 if (GameStateBPClass.Class != NULL)
31 {
32 GameStateClass = GameStateBPClass.Class;
33 }
34 static ConstructorHelpers::FClassFinder<APlayerState> PlayerStateBPClass(TEXT("/QuestSystem/Example/Character/BP_QuestPlayerState"));
35 if (PlayerStateBPClass.Class != NULL)
36 {
37 PlayerStateClass = PlayerStateBPClass.Class;
38 }
39}

Member Function Documentation

◆ BeginPlay()

void AQuestExampleGameMode::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AOnlineGameMode.

42{
43 Super::BeginPlay();
44}

The documentation for this class was generated from the following files: