Understanding Game Mode, Sessions and game life cycle! – UE4 Advanced Blueprints Tutorial

Chris Ramsey – A scam stay away. – You will talk to 2 people. The same 2 assholes back and forth. If they like your domain name, they will find a reason to deactivate your account, and keep your money.

This episode focus on game mode and all linked classes as well as standard epic games matchmaking sessions. As usual everything is ready for download – link in the description below.

This episode content:
0:00 Intro
2:37 Main Menu
5:13 Create Session
11:50 Join Session
25:16 Game Instance
26:28 Handle Net Errors
36:08 Cheat Manager
45:27 Game Level
46:04 PlayerStart Actor
47:55 Player Controller
1:01:03 GAME MODE
1:10:57 Spawn Players
1:44:30 Sessions
1:49:52 Object References (call anywhere)
1:53:54 Match
2:00:35 Player
2:02:22 Open Level Commands
2:04:56 Event Dispatchers
2:09:00 Player State
2:13:50 Game State
2:18:18 SHOWCASE
2:21:00 Outro

All match states: EnteringMap , WaitingToStart , InProgress , WaitingPostMatch , LeavingMap , Aborted – last one is an error state.

Cheat manager functions can be run directly from console! For example “slomo 0.1” – so any example showed is a public function exposed as exec function. 🙂

Player state copy from previous state functionality allows to move state values when loading maps and a new game mode. New game mode
Could have different state and we wish to save some persistent components or values.

I already came with adjustments 🙂 The repository is a bit more up to date than the video. So some mistakes you found here are already corrected 😉 hopefully all of them.

Like my work? Want to support me? You can buy me a coffee 🙂

Free advanced game ready components: https://github.com/VenomekPL/AGR

My ue4 forum threat: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1781385-advanced-animation-techniques-and-multiplayer-with-free-download

If you liked the video, Please give it a thumbs up. Leave a comment if you have any questions or requests, or just want to share something about the topic 🙂 If you think I could do something better – feel free to tell me about it!
And If you really liked it – please consider subscribing and sharing the video with people you think might find it relevant.


  • Amer
    Posted at 23:57h, 27 July

    thanks can u refer to how to possess another actor in dedicated server (GameLift) its not work in dedicated server

  • Amer
    Posted at 00:00h, 28 July

    (request ) voice chat in GameLift please

  • DeeOdzta
    Posted at 01:23h, 29 July

    another great session, nice work.need to finish it in two parts but thats not a problem 🙂

  • Stray Vertex
    Posted at 18:19h, 29 July

    This video is jam-packed with good information. Very well put together. Thank you good Sir! 🙂

  • Badb3nd3r
    Posted at 16:31h, 16 August

    Once again a very good tutorial. Thank you for taking the time and doing such good Overviews. I only have two questions of understanding. Firstly, in GameModes and Stats you have variables in the Blueprint. All variables are shown, like Components, Game Stats, Replication etc.. In my case these variables are not shown, how can I see them?

    And, probably a real beginner's question, but I don't know what to do. For example, how can I change the event or Attribute MatchState from outside, except Start & EndMatch? What if I want to go back to the waiting screen?

    Or how can I call the Initialize HUD element via GameMode e.g. for team selection?

  • naaron33
    Posted at 11:59h, 03 September

    If you are missing the ReadyToStartMatch function and the other online functions check if your parent class is Game Mode Base or Game Mode (same with Game State).
    It has to be Game Mode in order to contain online functionality.