๐Ÿ›ก๏ธ Gorgeous Game Mode

Short Description

GameMode subclass that exposes AutoReplication entries and QoL player lifecycle hooks.

Long Description

AGorgeousGameMode manages server-side AutoReplication data and exposes Blueprint events for player login/logout. It provides helpers to register AutoReplication entries dynamically during runtime.

๐Ÿš€ Features

  • AutoReplication mixin with runtime entry registration.
  • Blueprint events for player login/logout.
  • Default Object Variable trunk for authored data.

๐Ÿ“š Usage Examples

AGorgeousGameMode* GM = GetWorld()->GetAuthGameMode<AGorgeousGameMode>();
GM->RegisterAutoReplicationEntry(TEXT("MatchConfig"), UString_SOV::StaticClass(), true, false, {});

Override On Player Logged In to run server-side setup logic after a controller connects.

RegisterAutoReplicationEntry

Registers or updates an AutoReplication entry at runtime.

Parameter Name Type Description
Key FName Entry key used for lookup.
DefaultClass TSubclassOf<UGorgeousObjectVariable> Class for the default variable.
bReplicate bool Whether to replicate the entry.
bOverrideStreamConfig bool Whether to override stream config.
StreamConfigOverride FGorgeousAutoReplicationStreamConfig Optional stream config override.
GM->RegisterAutoReplicationEntry(TEXT("MatchConfig"), UString_SOV::StaticClass(), true, false, {});

Best Practices

  • Keep entry keys stable so clients can resolve RPC targets.
  • Use OnAutoReplicationRPCReceived for server-side routing logic.

Troubleshooting

  • If entries do not replicate, ensure bActivateNetworkingCapabilities is true.