Here’s how I have things set up:
I have my custom GameState class called UC_GameState. I made a blueprint out of it and assigned it as default GameState class.
Then I try to access it from my custom PlayerController class like this:
GameState = (AUC_GameState*)GetWorld()->GetGameState<AUC_GameState>();
But the GameState is set to null, and editor crashes.
Shouldn’t GameState be available under client code?