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Retrieve GameMode and/or GameState in Editor

I'm just trying to retrieve the Game Mode and Game State of the EditorWorld. For some reason it is always returning null.

I have made blueprint instances of my c++ classes for both the AGameModeBase and the AGameStateBase. Then in my Project Settings, I use those instances in maps and modes->Default Game Mode and maps and modes->Game State Class. Then in my UActorComponent, I try to get a handle on these instances like so:

 auto EditorWorld = GEditor->GetEditorWorldContext().World();
 if (EditorWorld) {
     auto GameState = EditorWorld->GetGameState();
     if (GameState) {
         BMoveSetupComponent = Cast<UBMoveSetupComponent>(GameState->GetComponentByClass(UBMoveSetupComponent::StaticClass()));

     auto GameMode = EditorWorld->GetAuthGameMode();
     if (GameMode) {
         BMoveSetupComponent = Cast<UBMoveSetupComponent>(GameState->GetComponentByClass(UBMoveSetupComponent::StaticClass()));


 if (BMoveSetupComponent) {

However GameState and GameMode are always NULL? I am not sure what to do? This is run while the editor is paused because I enabled the UActorComponent to tick while pause. I'd like to be able to retrieve either of these instances at any time. Is this possible?

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asked Aug 14 '17 at 06:14 PM in C++ Programming

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