| public | function | UAbilitySystemComponent::AbilityReplicatedEventDelegate | Returns the multicast delegate for a specific Generic Replicated Event and ability/prediction-key pair. |
| public | function | UAbilitySystemComponent::AbilityTargetDataCancelledDelegate | Returns a reference to the multicast delegate that fires when the client replicates a targeting cancellation for the given ability/prediction-key pair. |
| public | function | UAbilitySystemComponent::CacheIsNetSimulated | Caches the current net simulated/authority flags on the component so that frequently called GAS internals can read them cheaply without re-evaluating actor net role each time. |
| public | function | UAbilitySystemComponent::CallAllReplicatedDelegatesIfSet | Fires all pending replicated delegates (target data and generic events) that have already been received but not yet invoked for the given ability activation. |
| public | function | UAbilitySystemComponent::CallOrAddReplicatedDelegate | Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives. |
| public | function | UAbilitySystemComponent::CallReplicatedEventDelegateIfSet | Fires the delegate for a specific Generic Replicated Event if that event has already been sent, returning true if it fired. |
| public | function | UAbilitySystemComponent::CallReplicatedTargetDataDelegatesIfSet | Fires the TargetData Confirm and Cancel delegates if target data has already been replicated for the given ability and prediction key pair. |
| public | function | UAbilitySystemComponent::ClientSetReplicatedEvent | Reliable client RPC sent by the server to notify the owning client that a generic replicated event has occurred, allowing server-driven ability flow steps to trigger locally. |
| public | function | UAbilitySystemComponent::ConfirmAbilityTargetData | Stores the incoming target data and fires the TargetDataSet delegate so ability tasks waiting on target data can proceed. |
| public | function | UAbilitySystemComponent::ConsumeAllReplicatedData | Deletes all cached replicated data (target data and generic events) for the given ability handle and prediction key. |
| public | function | UAbilitySystemComponent::ConsumeClientReplicatedTargetData | Clears only the cached client target data for the given ability handle and prediction key, leaving generic replicated event data intact. |
| public | function | UAbilitySystemComponent::ConsumeGenericReplicatedEvent | Clears the cached state of a single generic replicated event, allowing the same event type to be re-registered and fired again within the same ability activation. |
| public | function | UAbilitySystemComponent::ForceReplication | Forces the owning actor's replication to update immediately so that gameplay cues and ability state changes are sent to clients with minimal latency. |
| public | function | UAbilitySystemComponent::GetReplicatedDataOfGenericReplicatedEvent | Returns the FAbilityReplicatedData stored for the given generic event, containing whether the event has been received and any vector payload sent with it. |
| public | function | UAbilitySystemComponent::InvokeReplicatedEvent | Fires all delegates registered for the given generic replicated event on this machine, if any. |
| public | function | UAbilitySystemComponent::InvokeReplicatedEventWithPayload | Fires registered delegates for the given generic replicated event and delivers the accompanying vector payload. |
| public | function | UAbilitySystemComponent::OnRep_OwningActor | RepNotify called on clients when the owning or avatar actor reference replicates. |
| public | function | UAbilitySystemComponent::PostNetReceive | Engine replication callback invoked on clients after replicated properties have been applied. |
| public | function | UAbilitySystemComponent::PreNetReceive | Engine replication callback invoked on clients immediately before replicated properties are applied to this component. |
| public | function | UAbilitySystemComponent::ReadyForReplication | Called by the replication system when this component is ready to begin replication. |
| public | function | UAbilitySystemComponent::ReplicateSubobjects | Called by the replication system to replicate gameplay ability instances and other subobjects owned by this component. |
| public | function | UAbilitySystemComponent::ServerSetInputPressed | Server RPC that directly replicates an input-pressed event for the given ability. |
| public | function | UAbilitySystemComponent::ServerSetInputReleased | Server RPC that directly replicates an input-released event for the given ability. |
| public | function | UAbilitySystemComponent::ServerSetReplicatedEvent | Reliable server RPC that tells the server a generic replicated event occurred on the client (e. |
| public | function | UAbilitySystemComponent::ServerSetReplicatedEventWithPayload | Variant of ServerSetReplicatedEvent that carries a quantized vector payload, useful for passing aim direction or position data from the client to the server alongside the event. |
| public | function | UAbilitySystemComponent::ServerSetReplicatedTargetData | Reliable server RPC that sends confirmed targeting data from the client to the server. |
| public | function | UAbilitySystemComponent::ServerSetReplicatedTargetDataCancelled | Reliable server RPC that notifies the server the player cancelled targeting. |