#include "Core/SaltyGameMode.h" #include "Core/SaltyGameState.h" #include "Salty.h" ASaltyGameMode::ASaltyGameMode() { GameStateClass = ASaltyGameState::StaticClass(); } void ASaltyGameMode::InitGameState() { Super::InitGameState(); ASaltyGameState* SaltyGameState = GetGameState(); if (!SaltyGameState) { // A Blueprint child that overrode GameStateClass with something else. Loud, because every telemetry // file of this session would then be sessionless. UE_LOG(LogSalty, Error, TEXT("%s: GameStateClass is not an ASaltyGameState; no session id will be minted"), *GetName()); return; } SaltyGameState->SetSessionId(FGuid::NewGuid()); }