/** * Tracks all data about the current game state, such as players, objectives, time remaining, current scores, etc. Game data stores * can be nested, in that a GameState data store can contain references to other game state data stores. This is useful for * isolating the weapon data store associated with a particular player, for example. * Game data stores are further divided into two components: *
* Game state data providers: Provides state and static data about a particular instance of a data source, such as a player, weapon, * pickup, or game objective. Data providers can generally not be referenced directly by the UI. Instead, * they are normally accessed through a game state data store, such as the game state data store associated * with the owning player, or the current game info instance. * Game state data stores: Acts as the first layer between the game and the UI. Each data store contains a collection of game state * data providers, which provide the data for instances of a game object * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UIDataStore_GameState extends UIDataStore native(inherit) abstract; delegate OnRefreshDataFieldValue(); /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. * * @return TRUE indicates that this data store should be automatically unregistered when this game session ends. */ function bool NotifyGameSessionEnded() { // game state data stores should always be unregistered when the match is over. return true; } DefaultProperties { }