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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h |
Include |
#include "GameplayCueInterface.h" |
USTRUCT()
struct FMinimalGameplayCueReplicationProxy
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.
Name | Description | ||
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InitGameplayCueParametersFunc |
Called to init parameters |
Name | Description | |
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FMinimalGameplayCueReplicationProxy() |
Name | Description | ||
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NetSerialize ( |
Custom NetSerialization to pack the entire array |
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PreReplication ( |
Copies data in from an FActiveGameplayCueContainer (such as the one of the ASC). |
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RemoveAllCues() |
Will broadcast the OnRemove event for all currently active cues |
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SetOwner ( |
Set Owning ASC. This is what the GC callbacks are called on. |
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SetRequireNonOwningNetConnection ( |
If true, we will skip updating the Owner ASC if we replicate on a connection owned by the ASC |
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operator!= ( |
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operator== ( |
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