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๐Ÿ“Š Gorgeous Game State

Short Description

GameState subclass that keeps AutoReplication data and broadcasts player-state events.

Long Description

AGorgeousGameState provides an AutoReplication mixin for match-wide data and exposes events when player states are added or removed. It is replicated to all clients, making it ideal for shared runtime state.

๐Ÿš€ Features

  • AutoReplication mixin with runtime entry registration.
  • PlayerState added/removed events for Blueprint logic.
  • Default Object Variable trunk for shared state.

๐Ÿ“š Usage Examples

AGorgeousGameState* GS = GetWorld()->GetGameState<AGorgeousGameState>();
GS->RegisterAutoReplicationEntry(TEXT("MatchState"), UString_SOV::StaticClass(), true, false, {});

Use On Player State Added to initialize per-player data on all machines.

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.
GS->RegisterAutoReplicationEntry(TEXT("MatchState"), UString_SOV::StaticClass(), true, false, {});

Best Practices

  • Use GameState for shared data that all clients should see.

Troubleshooting

  • If player events do not fire, verify the class is used as the active GameState.