So I’m trying to build a game for multiplayer and trying to build the battle system. I just read that I should use “Game State” parent class, instead of the Game Mode parent class. Is this understood correctly? Do I need to copy/paste everything into a new game state blueprint? I must admit, I don’t understand the difference. More or less, because I don’t understand what a Game State is.
What exactly do you want to put in the GameState class? Both classes have a purpose.
GameState
As the name tells, this class is holding data about the current state of the game or match. For example in a Shooter, you could have a warmup state, a playing state and a after round state etc. So you keep information about a current given moment of the Game. You can also find an array of “PlayerStates” here, that are the same for Players (all connected ones). These PlayerStates store score, ping or name (and things you might want to add).
I guess you get the idea of the GameState. You can also save overall scores here. Depends on your game.
GameMode
A GameMode is a set of rules for your game. Each GameMode can have its own Character, Controller, PlayerState, etc class. A good example for this would be a TeamDeathmatch GameMode or Capture the Flag. So you have different rules.
If you tell me/us what exactly you want to put into this, i/we can tell you where to place it (:
I currently have the save game feature in game mode. Will that affect every character on the server? The way I understand it, This is why things are getting messed up on my testing phases. In multiplayer testing, if I open a widget, like inventory, it changes all characters to the same one who opened the widget (what I mean is, I have a character select feature, but when the first widget is opened, all different characters change to the same one).
Also, I’m starting to construct the battle system and need advice on where to do this.
Thank you.
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