AMIPBaseGameState
File: Public/GameFramework/MIPBaseGameState.h
Base: AGameStateBase → IMIPCommonGameStateComponentsInterface
The GameState holds world-level data shared across all players on a server instance: map metadata, world level scaling, NPC registry, and respawn rules.
Owned Components
| Component |
Type |
Purpose |
WorldInfoComponent |
UMIPWorldInfoComponent |
World level, mob scaling, reward calculation class resolution |
NPCsManager |
UMIPNPCsManager |
Registry of all NPCs in the level for quest and interaction lookup |
PlayerStateAndInfoResolver |
UMIPPlayerStateAndInfoResolver |
Resolves player state/info from various identifiers |
Map Data
InitializeMapData() is called on BeginPlay to load the FMIPMapData struct for the current map. This struct contains:
- Map type (
EMIPMapType — Area, Dungeon, Town)
- Map name and display name
- Respawn fee configuration
- Ability usage rules (e.g. no abilities in town)
| Method |
Return |
Description |
GetMapData() |
const FMIPMapData& |
Current map's metadata |
GetMapType() |
EMIPMapType |
Shortcut for map type |
CheckCanUseAbilityInTown() |
bool |
Whether abilities are allowed on this map |
Respawn Rules
| Method |
Description |
GetRespawnFee() |
Returns the FMIPCurrencyFeeStruct cost to respawn |
GetDefaultRespawnableCount() |
BlueprintNativeEvent — default number of respawns allowed |
GetRespawnableCount() |
Current respawn count |
CheckAllowRespawnHere(InPlayerRespawnedCount) |
Whether the player can still respawn given their count |
World Level
World level drives mob scaling across the map. When set, all mobs use UMIPWorldLevelScaledMobInfoComponent to scale their combat info.
| Method |
Description |
SetWorldLevel() |
Server — initializes world level from map data |
SetWorldLevel(InWorldLevel) |
Client — called from OnRep_WorldLevel |
Delegates
| Delegate |
When |
OnGameStateReadyDelegate |
After BeginPlay and initialization complete |
CallOrRegister_OnGameStateReady() |
Register a callback — fires immediately if already ready, or queues |
Agones Integration
| Callback |
Purpose |
OnReadyForPlayerConnection() |
Signals the fleet is ready |
OnGetGameServer(Response) |
Receives Agones game server info |
OnGetConnectedPlayers(Response) |
Receives connected player list |
OnGetConnectedPlayersError(Error) |
Handles Agones query failure |
See Also