Is there a reason why the Blueprint access to AGameMode is so limited? It seems like you would want pretty much full access from Blueprints possibly even exposing most of the virtual methods using BlueprintNativeEvent? Thoughts on this? I can mark it up if everyone thinks it’s cool.
This is certainly something that is on our list to improve but it hasn’t made it to the top of the pile. If you wanted to take a pass at exposing the functionality that you feel would be valuable in Blueprints I’d be happy to take a look at it as a pull request.
I’ve partially exposed AGameMode to blueprints. This is just some of the basic stuff I need to get it working with our game. Hopefully you find it a meaningful start.
Interesting thread, we were also wondering why it’s so limited at the moment. Is there perhaps any news on kylawls work to get this into 4.3?
Good stuff everyone!
I’ve done a little work on it (have some different priorities now). You can’t mark c++ virtual functions as BlueprintNativeEvent so that kind of killed the initial idea. So I’ve instead provided blueprint events for many of the major functions. I also exposed a hand full of properties. It can be extended more for sure, but thats all I could get to.