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A structure for allowing scoped prediction windows.
| Name | FScopedPredictionWindow |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
| Include Path | #include "GameplayPrediction.h" |
Syntax
struct FScopedPredictionWindow
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedPredictionWindow
(
UAbilitySystemComponent* AbilitySystemComponent, |
To be called in the callsite where the predictive code will take place. | GameplayPrediction.h | |
FScopedPredictionWindow
(
UAbilitySystemComponent* AbilitySystemComponent, |
To be called on server when a new prediction key is received from the client (In an RPC). | GameplayPrediction.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedPredictionWindow() |
GameplayPrediction.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClearScopedPredictionKey | bool | GameplayPrediction.h | ||
| DebugBaseKeyOfChain | TOptional< FPredictionKey::KeyType > | GameplayPrediction.h | ||
| DebugSavedNetDriver | TWeakObjectPtr< UNetDriver > | GameplayPrediction.h | ||
| DebugSavedOnSendRPC | FOnSendRPC | GameplayPrediction.h | ||
| Owner | TWeakObjectPtr< UAbilitySystemComponent > | GameplayPrediction.h | ||
| RestoreKey | FPredictionKey | GameplayPrediction.h | ||
| SetReplicatedPredictionKey | bool | GameplayPrediction.h |