unreal.GameplayTagReplicationState¶
- class unreal.GameplayTagReplicationState¶
Bases:
EnumBaseEnum to describe replication rules for each tag Any state besides “None” must be added on the server and can be predicted on clients.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffectTypes.h
- COUNT_TO_OWNER: GameplayTagReplicationState = Ellipsis¶
Tag will replicate to all without count
- Type:
3
- NONE: GameplayTagReplicationState = Ellipsis¶
0
- SIMULATED_TAG_ONLY: GameplayTagReplicationState = Ellipsis¶
Tag will not replicate
- Type:
1
- TAG_AND_COUNT_TO_ALL: GameplayTagReplicationState = Ellipsis¶
Tag will replicate to all and Count will replicate to owner, Functions same as TagAndCountToAll with Iris
- Type:
4
- TAG_ONLY: GameplayTagReplicationState = Ellipsis¶
tag will be replicated to simulated proxies, but not the owner. Used for GameplayEffect tags
- Type:
2