refactor: Remove unused player controller and state class declarations in GM_CoreGameMode

docs: Update C++ Integration Guide for Blueprint child setup instructions
This commit is contained in:
Lefteris Notas
2026-05-21 13:22:43 +03:00
parent 9ee0a65630
commit 3da9fd7493
3 changed files with 9 additions and 19 deletions

View File

@@ -14,8 +14,6 @@
// Forward declarations
class UGI_GameFramework;
class AGS_CoreGameState;
class APC_CoreController;
class APS_CorePlayerState;
// Delegates
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChapterTransition, FGameplayTag, NewChapter);
@@ -29,6 +27,10 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag,
* death routing, and coordinates with the narrative system for story progression.
*
* Server-authoritative. Extends AGameModeBase for replication support.
*
* Note: PlayerControllerClass, PlayerStateClass, and GameStateClass are
* inherited from AGameModeBase — do not redeclare (UHT forbids shadowing).
* Set them in your BP child's Class Defaults.
*/
UCLASS()
class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
@@ -38,19 +40,6 @@ class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
public:
AGM_CoreGameMode();
// ========================================================================
// Default Classes (Set in Blueprint or Config)
// ========================================================================
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Framework|Classes")
TSubclassOf<APC_CoreController> PlayerControllerClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Framework|Classes")
TSubclassOf<APS_CorePlayerState> PlayerStateClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Framework|Classes")
TSubclassOf<AGS_CoreGameState> GameStateClass;
// ========================================================================
// Chapter Management
// ========================================================================

View File

@@ -20,7 +20,7 @@ class UDA_InteractionData;
// I_Interactable — World objects the player can interact with
// ============================================================================
UINTERFACE(MinimalAPI, BlueprintType, meta = (CannotImplementInterfaceInBlueprint))
UINTERFACE(MinimalAPI, BlueprintType)
class UInteractable : public UInterface
{
GENERATED_BODY()