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Game rules and modes

AI & gameplay
9 operationsgame_framework

Set up game modes, pawns, game state, controllers, respawning, scoring, teams and rounds.

What it’s for

This area sets the rules of a match. Your assistant works in a GameMode Blueprint and sets the classes and settings that decide how a session plays out: which Pawn players spawn as, which GameState, PlayerController and PlayerState classes run the match, where players start, and how respawn, scoring, teams, spectating and rounds behave.

Use it when setting up a game mode by hand would mean opening the GameMode Blueprint, hunting through its Class Defaults and typing in values one field at a time. Describe the whole rule set in plain language instead. Your assistant sets the pawn class, the win condition, the team layout and the respawn timing, then saves the Blueprint.

Ask what a mode currently uses before you change it, and your assistant reports its current setup.

Things you can ask

Set which pawn players spawn as

The GameMode uses your new default Pawn class and is saved.

examplegame_framework
You: In BP_RaceGameMode, make players spawn as BP_DroneCharacter.

BP_RaceGameMode now spawns players as BP_DroneCharacter. Saved.

Set up two teams with auto-balance

The GameMode gets the team names and per-team limits you asked for.

examplegame_framework
You: Give BP_SumoGameMode two teams, Red and Blue, five players each, auto-balanced.

BP_SumoGameMode now has two teams, Red and Blue, with up to five players each and auto-balance on. Saved.

Set the win condition and respawn timing

Scoring and respawn rules change together and both are saved.

examplegame_framework
You: In BP_SumoGameMode, first to 10 kills wins, and respawn after 3 seconds.

The first team to 10 kills wins. Players have unlimited lives and respawn after 3 seconds. Saved.