Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
Include |
#include "GameplayPrediction.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayPrediction.cpp |
bool NetSerialize
(
FArchive & Ar,
class UPackageMap * Map,
bool & bOutSuccess
)
The key to understanding this function is that when a key is received by the server, we note which connection gave it to us. We only serialize the key back to that client.