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GameMode - GameState architecture issue

GameMode - GameState architecture issue

There are several places (Documentation, AnswerHub) where using of Game Mode & Game State is discribed in details. This architecture looks logical when Game Mode is small and simple. But when Game Mode becames more complex it's good idea to separate it's logic using Game Mode Components. And according to Game Modes architecture every Game Mode Component should be connected with Game State Component that holds Component state access logic for clients.

So, the question is - what sense in separating Game Modes & Game States? Why not manage Game Modes and it's components as all other Actors, using replication, RPC & NetRole checks for control what API is client-accessable and what is server-only?

Product Version: UE 4.21
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asked Apr 03 '19 at 01:17 PM in C++ Programming

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