
Yea rodstone, that's all you can really use it for currently. But according to Epic documentation (at least as I've interpreted it from the docs and several posts):
GameMode is primarily a state-machine (MatchState) you use to control the flow of the game (game is pre-start so do these things, these conditions are met put the game in this state, game ended do these..).
GameState is a light-weight object used to store gameplay data that is automatically replicated across the network (scores, world-specific states like triggered objective etc).
PlayerController provies the logic for the player interfacing with a Pawn and the game (player hit X button play Y event etc).
PlayerState is a light-weight object used to store player data that is automatically replicated across the network (health, name, location etc).
So basically we're missing all state-machine functionality from GameMode if we're using Blueprint, which is all it's really there for in the first place (aside from being the central place to set GameState/PlayerState classes).
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