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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/FScopedPredictionWindow > API/Plugins/GameplayAbilities/FScopedPredictionWindow/__ctor
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 |
FScopedPredictionWindow
&40;
UAbilitySystemComponent &42; AbilitySystemComponent,
FPredictionKey InPredictionKey,
bool InSetReplicatedPredictionKey
&41;
Remarks
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)