FGameplayAbilityRepAnimMontage

Data about montages that is replicated to simulated clients

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/GameplayAbilityTypes.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FGameplayAbilityRepAnimMontage

Remarks

Data about montages that is replicated to simulated clients

Variables

Name Description

Public variable UProperty

UAnimMontage &#...

 

AnimMontage

AnimMontage ref

Public variable UProperty

float

 

BlendTime

Montage current blend time

Public variable UProperty

uint8: 1

 

bRepPosition

Flag indicating we should serialize the position or the current section id

Public variable UProperty

uint8: 1

 

bSkipPlayRate

Stops PlayRate from replicating to save bandwidth. PlayRate will be assumed to be 1.f.

Public variable UProperty

uint8: 1

 

ForcePlayBit

Bit flipped every time a new Montage is played.

Public variable UProperty

uint8: 1

 

IsStopped

Bit set when montage has been stopped.

Public variable UProperty

uint8

 

NextSectionID

NextSectionID

Public variable UProperty

float

 

PlayRate

Play Rate

Public variable UProperty notreplicated

float

 

Position

Montage position

Public variable UProperty

FPredictionKey

 

PredictionKey

Public variable UProperty notreplicated

uint8

 

SectionIdToPlay

The current section Id used by the montage. Will only be valid if bRepPosition is false

Public variable UProperty

uint8: 1

 

SkipPositionCorrection

Stops montage position from replicating at all to save bandwidth

Constructors

Functions

Name Description

Public function

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

Public function

void

 

SetRepAnimPositionMethod

(
    ERepAnimPositionMethod InMethod
)

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