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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h |
| Include | #include "GameplayAbilitySpec.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FGameplayAbilityActivationInfo
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TEnumAsByte< EGameplayAbilityActivationMode::Type > | ActivationMode | Activation status of this ability | |
| uint8: 1 | bCanBeEndedByOtherInstance | 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. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FGameplayAbilityActivationInfo
(
AActor* InActor |
|||
Functions
| Type | Name | Description | |
|---|---|---|---|
| const FPredictionKey & | Returns prediction key, const to avoid being able to modify it after creation | ||
| void | ServerSetActivationPredictionKey
(
FPredictionKey PredictionKey |
Called on the server to set the key used by the client to predict this ability | |
| void | Called on client when activation is confirmed on server | ||
| void | Called when activation was rejected by the server | ||
| void | SetPredicting
(
FPredictionKey PredictionKey |
Called on client to set this as a predicted ability |