FMinimalGameplayCueReplicationProxy

An alternative way to replicating gameplay cues.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayCueInterface.h"

Syntax

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

Remarks

An alternative way to replicating gameplay cues. This does not use fast TArray serialization and does not serialize gameplaycue parameters. The parameters are created on the receiving side with default information. This will be more efficient with server cpu but will take more bandwidth when the array changes.

To use, put this on your replication proxy actor (such a the pawn). Call SetOwner, PreReplication and RemoveallCues in the appropriate places.

Variables

Name Description

Public variable

TFunction< void...

 

InitGameplayCueParametersFunc

Called to init parameters

Constructors

Functions

Name Description

Public function

bool

 

NetSerialize

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

Custom NetSerialization to pack the entire array

Public function

void

 

PreReplication

(
    const FActiveGameplayCueContainer&...
)

Copies data in from an FActiveGameplayCueContainer (such as the one of the ASC).

Public function

void

 

RemoveAllCues()

Will broadcast the OnRemove event for all currently active cues

Public function

void

 

SetOwner

(
    UAbilitySystemComponent* ASC
)

Set Owning ASC. This is what the GC callbacks are called on.

Public function

void

 

SetRequireNonOwningNetConnection

(
    bool b
)

If true, we will skip updating the Owner ASC if we replicate on a connection owned by the ASC

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FMinimalGameplayCueReplicatio...
)

Public function Const

bool

 

operator==

(
    const FMinimalGameplayCueReplicatio...
)

Constants

Name

Description

NumInlineTags

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