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API > API/Plugins > API/Plugins/GameplayAbilities
| Name | FReplicatedPredictionKeyItem |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
| Include Path | #include "GameplayPrediction.h" |
Syntax
USTRUCT ()
struct FReplicatedPredictionKeyItem : public FFastArraySerializerItem
Inheritance Hierarchy
- FFastArraySerializerItem → FReplicatedPredictionKeyItem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| As we know that FReplicatedPredictionKeyItem is well behaved and does not leak outside of FReplicatedPredictionKeyMap we allow ReplicationID and ReplicationKey to be copied around to avoid issues when instantiating from archetype or CDO. | GameplayPrediction.h | ||
FReplicatedPredictionKeyItem
(
const FReplicatedPredictionKeyItem& Other |
GameplayPrediction.h | ||
| GameplayPrediction.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PredictionKey | FPredictionKey | GameplayPrediction.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetDebugString() |
GameplayPrediction.h | ||
void PostReplicatedAdd
(
const FReplicatedPredictionKeyMap& InArray |
GameplayPrediction.h | ||
void PostReplicatedChange
(
const FReplicatedPredictionKeyMap& InArray |
GameplayPrediction.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayPrediction.h | |||
FReplicatedPredictionKeyItem & operator=
(
const FReplicatedPredictionKeyItem& other |
GameplayPrediction.h |