UAbilitySystemComponent::ConsumeClientReplicatedTargetData
#include "AbilitySystemComponent.h"
Access: public
Description
Clears only the cached client target data for the given ability handle and prediction key, leaving generic replicated event data intact.
Caveats & Gotchas
- • Use this instead of ConsumeAllReplicatedData when an ability still needs to process generic replicated events after consuming its target data.
- • Only clears already-received and stored data on the server; does not cancel any in-flight RPCs.
Signature
void ConsumeClientReplicatedTargetData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AbilityHandle | FGameplayAbilitySpecHandle | Handle to the ability spec whose cached target data should be cleared. | — |
| AbilityOriginalPredictionKey | FPredictionKey | The prediction key identifying which activation's target data to clear. | — |
Return Type
void Example
Selective consume inside a multi-step ability C++
// After applying the targeting effect, but before the ability's confirm phase:
ASC->ConsumeClientReplicatedTargetData(AbilityHandle, OriginalPredictionKey);
// Generic events (e.g. InputConfirm) are still available for later processing. See Also
Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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