FGameplayAbilityActivationInfo

[FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo)

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References

Module

GameplayAbilities

Header

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

Include

#include "GameplayAbilitySpec.h"

Syntax

USTRUCT(BlueprintType)
struct FGameplayAbilityActivationInfo

Remarks

FGameplayAbilityActivationInfo

Data tied to a specific activation of an ability. -Tell us whether we are the authority, if we are predicting, confirmed, etc. -Holds current and previous PredictionKey -Generally not meant to be subclassed in projects. -Passed around by value since the struct is small.

Variables

Name Description

Public variable UProperty Category BlueprintReadOnly

TEnumAsByte< EG...

 

ActivationMode

Activation status of this ability

Public variable UProperty

uint8: 1

 

bCanBeEndedByOtherInstance

An ability that runs on multiple game instances can be canceled by a remote instance, but only if that remote instance has already confirmed starting it.

Constructors

Functions

Name Description

Public function Const

const FPredi...

 

GetActivationPredictionKey()

Returns prediction key, const to avoid being able to modify it after creation

Public function

void

 

ServerSetActivationPredictionKey

(
    FPredictionKey PredictionKey
)

Called on the server to set the key used by the client to predict this ability

Public function

void

 

SetActivationConfirmed()

Called on client when activation is confirmed on server

Public function

void

 

SetActivationRejected()

Called when activation was rejected by the server

Public function

void

 

SetPredicting

(
    FPredictionKey PredictionKey
)

Called on client to set this as a predicted ability