UAbilitySystemComponent::ClientSetReplicatedEvent
#include "AbilitySystemComponent.h"
Access: public
Specifiers: UFUNCTIONClientreliable
Description
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.
Caveats & Gotchas
- • This does not carry a CurrentPredictionKey — it is intentionally simpler than the server variant because the server is authoritative when pushing events to clients.
- • Do not confuse with ServerSetReplicatedEvent: this RPC travels server→client while the Server variant travels client→server.
Signature
void ClientSetReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| EventType | EAbilityGenericReplicatedEvent::Type | The type of generic replicated event the server is pushing to the client. | — |
| AbilityHandle | FGameplayAbilitySpecHandle | Handle to the ability spec this event belongs to. | — |
| AbilityOriginalPredictionKey | FPredictionKey | The prediction key that was active when the ability was activated. | — |
Return Type
void Example
Flow overview for a server-driven event C++
// Server ability logic decides to notify the owning client:
// ASC->ClientSetReplicatedEvent(
// EAbilityGenericReplicatedEvent::GenericConfirm,
// Handle, OriginalPredictionKey);
// On the client, InvokeReplicatedEvent fires the registered delegate. See Also
Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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