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How the ability is instanced when executed. This limits what an ability can do in its implementation. For example, a NonInstanced Ability cannot have state. It is probably unsafe for an InstancedPerActor ability to have latent actions, etc.
| Name | EGameplayAbilityInstancingPolicy::Type |
| Type | enum |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h |
| Include Path | #include "Abilities/GameplayAbilityTypes.h" |
Syntax
namespace EGameplayAbilityInstancingPolicy
{
enum Type
{
NonInstanced,
InstancedPerActor,
InstancedPerExecution,
}
}
Values
| Name | Remarks |
|---|---|
| NonInstanced | This ability is never instanced. Anything that executes the ability is operating on the CDO. |
| InstancedPerActor | Each actor gets it's own single instance of this ability, which supports replication to its owning actor to allow RPC's within the ability. |
| InstancedPerExecution | We instance this ability each time it is executed. |