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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/FPredictionKey
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
Include | #include "GameplayPrediction.h" |
Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayPrediction.cpp |
bool NetSerialize
(
FArchive & Ar,
class UPackageMap * Map,
bool & bOutSuccess
)
Remarks
The key to understanding this function is that when a key is received by the server, we note which connection gave it to us. We only serialize the key back to that client.