FAbilityReplicatedDataCache

Struct defining the cached data for a specific gameplay ability.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h

Include

#include "Abilities/GameplayAbilityTypes.h"

Syntax

struct FAbilityReplicatedDataCache

Remarks

Struct defining the cached data for a specific gameplay ability. This data is generally synchronized client->server in a network game.

Variables

Name Description

Public variable

FGameplayTag

 

ApplicationTag

What tag to pass through when doing an application

Public variable

bool

 

bTargetCancelled

True if we've been positively cancelled our targeting, false if we don't know

Public variable

bool

 

bTargetConfirmed

True if we've been positively confirmed our targeting, false if we don't know

Public variable

FAbilityReplica...

 

GenericEvents

Generic events that contain no payload data

Public variable

FPredictionKey

 

PredictionKey

Prediction Key when this data was set

Public variable

FSimpleMulticas...

 

TargetCancelledDelegate

Delegate to call whenever this is confirmed (without target data)

Public variable

FGameplayAbilit...

 

TargetData

What elements this activation is targeting

Public variable

FAbilityTargetD...

 

TargetSetDelegate

Delegate to call whenever this is modified

Constructors

Destructors

Functions

Name Description

Public function

void

 

Reset()

Resets any cached data, leaves delegates up

Public function

void

 

ResetAll()

Resets cached data and clears delegates.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss