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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h |
Include |
#include "GameplayAbilitySpec.h" |
USTRUCT(BlueprintType)
struct FGameplayAbilityActivationInfo
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.
Name | Description | ||
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TEnumAsByte< EG... |
ActivationMode |
Activation status of this ability |
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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. |
Name | Description | |
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FGameplayAbilityActivationInfo() |
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FGameplayAbilityActivationInfo ( |
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FGameplayAbilityActivationInfo |
Name | Description | ||
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const FPredi... |
GetActivationPredictionKey() |
Returns prediction key, const to avoid being able to modify it after creation |
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ServerSetActivationPredictionKey ( |
Called on the server to set the key used by the client to predict this ability |
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SetActivationConfirmed() |
Called on client when activation is confirmed on server |
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SetActivationRejected() |
Called when activation was rejected by the server |
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SetPredicting ( |
Called on client to set this as a predicted ability |