AGKFogOfWarGameMode#
Defined in File GKFogOfWarGameMode.h
Inheritance Relationships#
Base Type#
public AGameMode
Class Documentation#
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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
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AGKFogOfWarGameMode()#
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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
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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
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FGKFogTeamInfo GetTeamFromStartSpot(AController *NewPlayer, APlayerStart *StartSpot)#
Find the team assigned to a starting spot.
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APawn *SpawnDefaultPawnFor_Implementation(AController *NewPlayer, AActor *StartSpot) override#
Spawn the default pawn for a given player & set the team assignment.
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APawn *SpawnDefaultPawnAtTransform_Implementation(AController *NewPlayer, const FTransform &SpawnTransform) override#
Spawn the default pawn and finilize spawning.
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virtual void FinalizePawn(AController *NewPlayer, APawn *NewPawn)#
Called before the pawn is entirely constructed this can be used to set additional attributes
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void SetGenericTeamIdFromPlayerStart(AController *NewPlayer, AActor *StartSpot)#
Default implementation of team assignment logic Interprets the
APlayerStart::PlayerStartTag
as the team name to be assigned
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void AssignTeamFor_Implementation(class AController *NewPlayer, class APlayerStart *StartSpot)#
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void StartPlay() override#
Initialize the fog of war.
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AGKFogOfWarGameMode()#