Global Save System
The Global Save System saves and loads level actors, runtime-spawned actors, actor components, players, save slots, and destroyed level-placed actors. For shared...
Documentation category
Game Management is the backbone layer. These are the systems that decide how the game runs: saving, loading, respawning, sessions, game modes, events, players, teams, scores, spectating, level instances, and global flow. If the other categories are features, this category is the infrastructure that keeps the project coherent while those features run.
Related setup: Determine Respawn Mode, Set Up Your Main Menu and Game Map.
The Global Save System saves and loads level actors, runtime-spawned actors, actor components, players, save slots, and destroyed level-placed actors. For shared...
The Respawn System handles player spawning for open-world and arena-style game modes. It separates respawn locations, player-side respawn UI, GameMode-specific spawn logic,...
The Session Manager owns the project-side session flow: playlists, game settings, session settings, lobby/game transitions, server-browser data, and saved session configuration. It...
The Game Mode System extends the Session Manager with arena-focused game loop functionality: waiting phases, main game timers, win conditions, round handling,...
The Event Manager is a lightweight event system for loosely coupled communication between gameplay systems. Systems register listeners for named events, other...
The Spectate System lets players view the game through other players’ perspectives. It supports team restrictions, alive-player prioritization, override rules, and manual...
The Player Manager System centralizes player-related runtime management for multiplayer sessions. It tracks connected and banned players, broadcasts join/leave and combat events,...
The Team Manager provides team creation, team assignment, balancing, lobby team persistence, AI team handling, team colors, free-for-all support, and integration with...
The Score Manager is the central scoring system for multiplayer sessions. It tracks player stats, calculates final game score from multipliers, stores...
Technical documentation based on the supplied Blueprint manager, structs, demo trigger, and example level flow. For shared setup guidance, see the Migration...