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Description
Convenience methods for invoking non-replicated gameplay cue events.
We want to avoid exposing designers the choice of "is this gameplay cue replicated or non-replicated?". We want to make the decision for them in most cases:
- Abilities will always use replicated GameplayCue events because they are not executed on simulated proxies.
- Animations always use non-replicated GameplayCue events because they are always executed on simulated proxies.
Sometimes it will be useful to give designers both options: in actor classes where there are many possible use cases. Still, we should keep the choice confined to the actor class, and not globally. E.g., Don't add both choices to the function library since they would appear everywhere. Add the choices to the actor class so they only appear there.
| Name | AddGameplayCue_NonReplicated |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h |
| Include Path | #include "GameplayCueManager.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayCueManager.cpp |
static void AddGameplayCue_NonReplicated
(
AActor * Target,
const FGameplayTag GameplayCueTag,
const FGameplayCueParameters & Parameters
)