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An alternative way to replicating gameplay cues. This does not use fast TArray serialization and does not serialize gameplaycue parameters. The parameters are created on the receiving side with default information. This will be more efficient with server cpu but will take more bandwidth when the array changes.
To use, put this on your replication proxy actor (such a the pawn). Call SetOwner, PreReplication and RemoveallCues in the appropriate places.
| Name | FMinimalGameplayCueReplicationProxy |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h |
| Include Path | #include "GameplayCueInterface.h" |
Syntax
USTRUCT ()
struct FMinimalGameplayCueReplicationProxy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMinimalGameplayCueReplicationProxy() |
GameplayCueInterface.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InitGameplayCueParametersFunc | TFunction< void(FGameplayCueParameters &, UAbilitySystemComponent *)> | Called to init parameters | GameplayCueInterface.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCachedModifiedOwnerTags | bool | GameplayCueInterface.h | ||
| bRequireNonOwningNetConnection | bool | GameplayCueInterface.h | ||
| FMinimalGameplayCueReplicationProxyForNetSerializer | friend | GameplayCueInterface.h | ||
| LastSourceArrayReplicationKey | int32 | GameplayCueInterface.h | ||
| LocalBitMask | TBitArray< TInlineAllocator< NumInlineTags > > | GameplayCueInterface.h | ||
| LocalTags | TArray< FGameplayTag, TInlineAllocator< NumInlineTags > > | GameplayCueInterface.h | ||
| Owner | TObjectPtr< UAbilitySystemComponent > | GameplayCueInterface.h | ||
| ReplicatedLocations | TArray< FVector_NetQuantize, TInlineAllocator< NumInlineTags > > | GameplayCueInterface.h | ||
| ReplicatedTags | TArray< FGameplayTag, TInlineAllocator< NumInlineTags > > | GameplayCueInterface.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool NetSerialize
(
FArchive& Ar, |
Custom NetSerialization to pack the entire array | GameplayCueInterface.h | |
void PreReplication
(
const FActiveGameplayCueContainer& SourceContainer |
Copies data in from an FActiveGameplayCueContainer (such as the one of the ASC). | GameplayCueInterface.h | |
void RemoveAllCues() |
Will broadcast the OnRemove event for all currently active cues | GameplayCueInterface.h | |
void SetOwner
(
UAbilitySystemComponent* ASC |
Set Owning ASC. This is what the GC callbacks are called on. | GameplayCueInterface.h | |
void SetRequireNonOwningNetConnection
(
bool b |
If true, we will skip updating the Owner ASC if we replicate on a connection owned by the ASC | GameplayCueInterface.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMinimalGameplayCueReplicationProxy& Other |
GameplayCueInterface.h | ||
bool operator!=
(
const FActiveGameplayCueContainer& Other |
GameplayCueInterface.h | ||
bool operator==
(
const FMinimalGameplayCueReplicationProxy& Other |
GameplayCueInterface.h | ||
bool operator==
(
const FActiveGameplayCueContainer& Other |
GameplayCueInterface.h |