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CopyProperties Between Game Modes During Map Travel

With PlayerStates, there is a CopyProperties function that is used during map travel so that the PlayerState in the new map can retrieve info from the previous map.

Is there a similar function that will accomplish this with GameModes as well?

I'm travelling between maps that have different GameModes and I'd like to carry some information from the previous mode to the new mode.

Product Version: UE 4.10
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asked Jan 15 '16 at 12:05 AM in C++ Programming

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avatar image Elewyth Feb 02 '16 at 03:51 PM

I would like to know that, as well. I'm having the exact same scenario. I can't use PlayerState because I need to keep information on AI and such, which don't have a PlayerState.

avatar image erebel55 Mar 30 '17 at 03:34 AM

Either of you figure this out?

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If you want to keep some informations on GameMode you can set those variables to the GameInstance and use it from your GameMode.

You can also use GameInstance as a payload to pass variables to the new gamemode, override the ProcessServerTravel() and PostSeamlessTravel(), on the first one set variable to GameInstance, and on post set variables from GameInstance to the new GameMode.

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answered Mar 30 '17 at 11:03 AM

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