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gameplay kit

22 tools. Generated from the plugin source; do not edit by hand.

Guide​

Use this kit for Game Framework defaults and live lifecycle state. Actor placement and generic component authoring remain in actor.* and component.*.

Start with gameplay.get_world_state, then inspect the active GameMode, GameState, player states, controllers, pawns, and PlayerStarts. gameplay.audit_world reports missing GameState and spawn points without changing the level.

gameplay.get_class_defaults reads supported GameMode, GameState, PlayerState, Controller, Pawn, Character, and GameInstance CDOs. gameplay.set_class_default edits one reflected property through the editor transaction layer; review the class and property first.

PIE controls require a running session: gameplay.get_possession, gameplay.set_runtime_property, gameplay.possess, gameplay.unpossess, gameplay.restart_player, gameplay.apply_damage, and gameplay.set_pause. Controllers only exist in play worlds; reference them by label, name, or class:<ClassName> for the only actor of that class (class:PlayerController, class:DefaultPawn). gameplay.spawn_pawn, gameplay.set_lifespan, and gameplay.destroy_pawn operate in the current world (PIE when running, else the editor level); spawning adjusts the location out of collisions instead of failing. These calls return the resulting actor state but do not create a multiplayer session or modify OnlineSubsystem services.

Online session, login, matchmaking, and friends calls are absent because their public legacy APIs complete via asynchronous delegates and the server has no durable job/callback contract yet.

Recipe: a custom GameMode​

  1. gameplay.create_class_blueprint {"folder":"/Game/Core","name":"BP_MyMode","parentClass":"/Script/Engine.GameModeBase"} (any GameMode, GameState, PlayerState, Controller, Pawn, Character, HUD, or GameInstance parent).
  2. gameplay.set_class_default {"target":"/Game/Core/BP_MyMode","property":"DefaultPawnClass","value":"/Script/Engine.Character"}.
  3. Check the result with gameplay.get_class_defaults, assign the mode with level.*/settings.*, then test in PIE with the runtime tools above.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

gameplay.apply_damage (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
targetstringrequired. Damage receiver actor.
damagenumberrequired. Non-negative applied damage.
instigatorstringOptional instigating controller.

Returns: item.

gameplay.audit_world (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: issues, world.

gameplay.create_class_blueprint (risk 2, mutates, smoke)​

Creates a Blueprint subclass of a Game Framework class (GameMode, GameState, PlayerState, Controller, Pawn, Character, HUD, GameInstance).

ArgumentTypeDescription
folderstringrequired. Destination Content Browser folder under /Game.
namestringrequired. Asset name without spaces, slashes, or dots.
parentClassstringrequired. Game Framework parent class, e.g. /Script/Engine.GameModeBase or /Script/Engine.Character.

Returns: class, role, defaults, warnings.

gameplay.destroy_pawn (risk 3, mutates, destructive, requires world, smoke)​

Destroys a Pawn or Character (for example one created by gameplay.spawn_pawn) in the editor or PIE world.

ArgumentTypeDescription
actorstringrequired. Actor path, label, or name in the current editor/PIE world.

Returns: item.

gameplay.get_character_movement_state (risk 0, requires world, smoke)​

No description.

ArgumentTypeDescription
actorstringrequired. Actor path, label, or name in the current editor/PIE world.

Returns: item.

gameplay.get_class_defaults (risk 0, smoke)​

No description.

ArgumentTypeDescription
classstringrequired. Game Framework class or Blueprint generated class.

Returns: class, role, defaults, warnings.

gameplay.get_game_mode (risk 0, requires PIE, smoke)​

No description.

No arguments.

Returns: item.

gameplay.get_game_state (risk 0, requires PIE, smoke)​

No description.

No arguments.

Returns: item.

gameplay.get_possession (risk 0, requires PIE, smoke)​

No description.

ArgumentTypeDescription
actorstringrequired. Actor path, label, or name in the current editor/PIE world.

Returns: item.

gameplay.get_world_state (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: world, gameMode, gameState, gameInstance, counts, notes.

gameplay.list_controllers (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: items, count.

gameplay.list_pawns (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: items, count.

gameplay.list_player_starts (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: items, count.

gameplay.list_player_states (risk 0, requires world, smoke)​

No description.

No arguments.

Returns: items, count.

gameplay.possess (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
controllerstringrequired. Controller reference.
pawnstringPawn reference for possession.

Returns: item.

gameplay.restart_player (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
controllerstringrequired. Controller reference.
pawnstringPawn reference for possession.

Returns: item.

gameplay.set_class_default (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
targetstringrequired. Game Framework class or actor reference.
propertystringrequired. Editable reflected property name.
valuestringrequired. Unreal text-formatted property value.

Returns: class, role, defaults, warnings.

gameplay.set_lifespan (risk 2, mutates, requires world, smoke)​

No description.

ArgumentTypeDescription
targetstringrequired. Game Framework class or actor reference.
propertystringrequired. Editable reflected property name.
valuestringrequired. Unreal text-formatted property value.

Returns: item.

gameplay.set_pause (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
targetstringrequired. Game Framework class or actor reference.
propertystringrequired. Editable reflected property name.
valuestringrequired. Unreal text-formatted property value.

Returns: item.

gameplay.set_runtime_property (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
targetstringrequired. Game Framework class or actor reference.
propertystringrequired. Editable reflected property name.
valuestringrequired. Unreal text-formatted property value.

Returns: item.

gameplay.spawn_pawn (risk 2, mutates, requires world, smoke)​

No description.

ArgumentTypeDescription
classstringrequired. Pawn or Character class.
location{x,y,z}Spawn location in centimetres.
namestringOptional actor label.

Returns: item.

gameplay.unpossess (risk 2, mutates, requires PIE, smoke)​

No description.

ArgumentTypeDescription
controllerstringrequired. Controller reference.
pawnstringPawn reference for possession.

Returns: item.