FPredictionKey::NetSerialize

The key to understanding this function is that when a key is received by the server, we note which connection gave it to us.

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MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h

Include

#include "GameplayPrediction.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayPrediction.cpp

Syntax

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

Remarks

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.

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