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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayTask
- UAbilityTask
- UAbilityTask_NetworkSyncPoint
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&40;&41;
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
| Type | Name | Description | |
|---|---|---|---|
| FNetworkSyncDelegate | OnSync | ||
| EAbilityGenericReplicatedEvent::Type | ReplicatedEventToListenFor | The event we replicate | |
| EAbilityTaskNetSyncType | SyncType |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_NetworkSyncPoint
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | SyncFinished () |
||
| UAbilityTask_NetworkSyncPoint * | WaitNetSync
(
UGameplayAbility* OwningAbility, |
Synchronize execution flow between Client and Server. |
Overridden from UGameplayTask
| Type | Name | Description | |
|---|---|---|---|
| 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 |