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This struct holds state to batch server RPC calls: ServerTryActivateAbility, ServerSetReplicatedTargetData, ServerEndAbility.
| Name | FServerAbilityRPCBatch |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTypes.h |
| Include Path | #include "Abilities/GameplayAbilityTypes.h" |
Syntax
USTRUCT ()
struct FServerAbilityRPCBatch
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FServerAbilityRPCBatch() |
Abilities/GameplayAbilityTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilitySpecHandle | FGameplayAbilitySpecHandle | Abilities/GameplayAbilityTypes.h | ||
| Ended | bool | Abilities/GameplayAbilityTypes.h | ||
| InputPressed | bool | Abilities/GameplayAbilityTypes.h | ||
| PredictionKey | FPredictionKey | Abilities/GameplayAbilityTypes.h | ||
| Started | bool | Safety bool to make sure ServerTryActivate was called exactly one time in a batch | Abilities/GameplayAbilityTypes.h |
|
| TargetData | FGameplayAbilityTargetDataHandle | Abilities/GameplayAbilityTypes.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FGameplayAbilitySpecHandle& InHandle |
To allow FindByKey etc. | Abilities/GameplayAbilityTypes.h |