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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/FScopedPredictionWindow
Overloads
| 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 |
FScopedPredictionWindow(UAbilitySystemComponent *, bool)
Description
To be called in the callsite where the predictive code will take place. This generates a new PredictionKey and acts as a synchonization point between client and server for that key.
| Name | FScopedPredictionWindow |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
| Include Path | #include "GameplayPrediction.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayPrediction.cpp |
FScopedPredictionWindow
(
UAbilitySystemComponent * AbilitySystemComponent,
bool CanGenerateNewKey
)
FScopedPredictionWindow(UAbilitySystemComponent *, FPredictionKey, bool)
Description
To be called on server when a new prediction key is received from the client (In an RPC). InSetReplicatedPredictionKey should be set to false in cases where we want a scoped prediction key but have already repped the prediction key. (For example, cached target data will restore the prediction key that the TD was sent with, but this key was already repped down as confirmed when received)
This is the Server version of FScopedPredictionWindow constructor. This exists for legacy reasons and I'm not convinced this needs to exist. Instead we should manually accept/reject the FPredictionKey (currently done in the destructor).
| Name | FScopedPredictionWindow |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayPrediction.h |
| Include Path | #include "GameplayPrediction.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayPrediction.cpp |
FScopedPredictionWindow
(
UAbilitySystemComponent * AbilitySystemComponent,
FPredictionKey InPredictionKey,
bool InSetReplicatedPredictionKey
)