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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h |
| Include | #include "Abilities/GameplayAbilityTypes.h" |
Syntax
namespace EGameplayAbilityNetExecutionPolicy
{
enum Type
&123;
LocalPredicted,
LocalOnly,
ServerInitiated,
ServerOnly,
&125;
}
Values
| Name | Description |
|---|---|
| LocalPredicted | Part of this ability runs predictively on the local client if there is one. |
| LocalOnly | This ability will only run on the client or server that has local control. |
| ServerInitiated | This ability is initiated by the server, but will also run on the local client if one exists. |
| ServerOnly | This ability will only run on the server. |
Remarks
Where does an ability execute on the network. Does a client "ask and predict", "ask and wait", "don't ask (just do it)"