void AShooterPlayerController::ClientGameStarted_Implementation() { AShooterHUD* ShooterHUD = GetShooterHUD(); if (ShooterHUD) { ShooterHUD->SetMatchState(EShooterMatchState::Playing); } QueryAchievements(); }
void AShooterPlayerController::ClientGameEnded_Implementation(class AActor* EndGameFocus, bool bIsWinner) { Super::ClientGameEnded_Implementation(EndGameFocus, bIsWinner); // Allow only looking around SetIgnoreMoveInput(true); bAllowGameActions = false; // Make sure that we still have valid view target SetViewTarget(GetPawn()); // Show scoreboard AShooterHUD* ShooterHUD = GetShooterHUD(); if (ShooterHUD) { ShooterHUD->SetMatchState(bIsWinner ? EShooterMatchState::Won : EShooterMatchState::Lost); if (IsPrimaryPlayer()) { ShooterHUD->ShowScoreboard(true); } } }