<aside> đź’ˇ CGS Tip: This page is describe Basic Concepts of Unreal Engine Classes and How to works with multiple systems/frameworks
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<aside> The game instance launches with the engine and stays active until shutdown. As a manager class, it has no physical presence in the game—it simply tracks data and runs code.
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The game instance operates independently on both the server and all connected clients in network multiplayer, without replication between them.
The game instance manages game instance subsystems, which share its lifetime and are created and destroyed alongside it.
<aside> A prime example is the Online Subsystem, which handles:
The game mode is instantiated right after your level loads and the world is created. It's a server-based manager class that inherits from the actor class. Created upon level load, it isn't persistent across levels. The game mode is the first actor to spawn and can be set differently for each map. It sits at the heart of the gameplay framework, managing game rules and structure while creating other framework actors—primarily game state and player state.
The game state and player state are non-physical actors that track the state of the game and its players. These classes share their information between the server and all connected clients in multiplayer.
<aside> Game state handles:
<aside> Player state manages:
The game mode creates one game state, and a player state is created whenever a player joins or enters a level.
The game mode spawns players as they join. Each player consists of a controller and a pawn. Controllers manage the logic behind player actions, and come in two main types in UE: