UAbilityTask_NetworkSyncPoint

Task for providing a generic sync point for client server (one can wait for a signal from the other)

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_NetworkSyncPoint.h

Include

#include "Abilities/Tasks/AbilityTask_NetworkSyncPoint.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityTask_NetworkSyncPoint : public UAbilityTask

Remarks

Task for providing a generic sync point for client server (one can wait for a signal from the other)

Variables

Name Description

Public variable UProperty BlueprintAssignable

FNetworkSyncDel ...

 

OnSync

Protected variable

EAbilityGeneric ...

 

ReplicatedEventToListenFor

The event we replicate

Protected variable

EAbilityTaskNet ...

 

SyncType

Constructors

Name Description

Public function

UAbilityTask_NetworkSyncPoint

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function UFunction

void

 

OnSignalCallback()

Protected function

void

 

SyncFinished()

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask ...

 

WaitNetSync

(
    UGameplayAbility * OwningAbilit...,
    EAbilityTaskNetSyncType SyncType
)

Synchronize execution flow between Client and Server.

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

Activate()

Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it

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