AGKFogOfWarGameMode#

Inheritance Relationships#

Base Type#

  • public AGameMode

Class Documentation#

class AGKFogOfWarGameMode : public AGameMode#

Game Mode is in charge of assigning a team to each new player joining the game.

The default implementation reads APlayerStart::PlayerStartTag to know which team should be assigned to the character and the controller.

Public Functions

AGKFogOfWarGameMode()#
void K2_FinalizePawn(AController *NewPlayer, APawn *NewPawn)#

Called when the pawn is spawned, right before FinishSpawning is called this can be used to set critical data right before the spawn gets replicated

void AssignTeamFor(class AController *NewPlayer, class APlayerStart *StartSpot)#

Assign a team for a given player Note: default implementation relies on APlayerStart using the team name as tag

FGKFogTeamInfo GetTeamFromStartSpot(AController *NewPlayer, APlayerStart *StartSpot)#

Find the team assigned to a starting spot.

APawn *SpawnDefaultPawnFor_Implementation(AController *NewPlayer, AActor *StartSpot) override#

Spawn the default pawn for a given player & set the team assignment.

APawn *SpawnDefaultPawnAtTransform_Implementation(AController *NewPlayer, const FTransform &SpawnTransform) override#

Spawn the default pawn and finilize spawning.

virtual void FinalizePawn(AController *NewPlayer, APawn *NewPawn)#

Called before the pawn is entirely constructed this can be used to set additional attributes

void SetGenericTeamIdFromPlayerStart(AController *NewPlayer, AActor *StartSpot)#

Default implementation of team assignment logic Interprets the APlayerStart::PlayerStartTag as the team name to be assigned

void AssignTeamFor_Implementation(class AController *NewPlayer, class APlayerStart *StartSpot)#
void StartPlay() override#

Initialize the fog of war.