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FGameplayAbilityActivationInfo
Data tied to a specific activation of an ability. -Tell us whether we are the authority, if we are predicting, confirmed, etc. -Holds current and previous PredictionKey -Generally not meant to be subclassed in projects. -Passed around by value since the struct is small.
| Name | FGameplayAbilityActivationInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h |
| Include Path | #include "GameplayAbilitySpec.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayAbilityActivationInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayAbilitySpec.h | |||
FGameplayAbilityActivationInfo
(
AActor* InActor |
GameplayAbilitySpec.h | ||
| GameplayAbilitySpec.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActivationMode | TEnumAsByte< EGameplayAbilityActivationMode::Type > | Activation status of this ability | GameplayAbilitySpec.h |
|
| bCanBeEndedByOtherInstance | uint8 | An ability that runs on multiple game instances can be canceled by a remote instance, but only if that remote instance has already confirmed starting it. | GameplayAbilitySpec.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PredictionKeyWhenActivated | FPredictionKey | This was the prediction key used to activate this ability. | GameplayAbilitySpec.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FPredictionKey & GetActivationPredictionKey() |
Returns prediction key, const to avoid being able to modify it after creation | GameplayAbilitySpec.h | |
void ServerSetActivationPredictionKey
(
FPredictionKey PredictionKey |
Called on the server to set the key used by the client to predict this ability | GameplayAbilitySpec.h | |
void SetActivationConfirmed() |
Called on client when activation is confirmed on server | GameplayAbilitySpec.h | |
void SetActivationRejected() |
Called when activation was rejected by the server | GameplayAbilitySpec.h | |
void SetPredicting
(
FPredictionKey PredictionKey |
Called on client to set this as a predicted ability | GameplayAbilitySpec.h |