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UAbilitySystemComponent::AbilityReplicatedEventDelegate

function GameplayAbilities Since 4.15
#include "AbilitySystemComponent.h"
Access: public

Description

Returns the multicast delegate for a specific Generic Replicated Event and ability/prediction-key pair. Bind to this when you need to react to the event arriving but cannot use the race-safe CallOrAddReplicatedDelegate.

Caveats & Gotchas

  • Prefer CallOrAddReplicatedDelegate over manually binding here; raw binding can miss events that already arrived before the bind.
  • One delegate slot exists per EventType per ability/prediction-key pair — if multiple tasks bind to the same slot, all will fire, but they must all unregister correctly or the delegate leaks.

Signature

UE_API FSimpleMulticastDelegate& AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey)

Parameters

Name Type Description Default
EventType EAbilityGenericReplicatedEvent::Type The generic replicated event type whose delegate you want.
AbilityHandle FGameplayAbilitySpecHandle Handle identifying the ability.
AbilityOriginalPredictionKey FPredictionKey Prediction key from when the ability was activated.

Return Type

FSimpleMulticastDelegate&

Example

Manually bind to an InputConfirm replicated event C++
ASC->AbilityReplicatedEventDelegate(
    EAbilityGenericReplicatedEvent::InputConfirm,
    AbilityHandle, OriginalPredKey)
    .AddUObject(this, &UMyTask::HandleInputConfirm);

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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