UAbilitySystemComponent::ConsumeGenericReplicatedEvent
#include "AbilitySystemComponent.h"
Access: public
Description
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.
Caveats & Gotchas
- • If the same event type can fire multiple times during one ability activation (e.g. confirm input triggering repeat casts), you must consume after each use — otherwise the next InvokeReplicatedEvent call finds the event already set and fires immediately without waiting.
- • This only unsets the event flag; registered delegates are not removed. Re-registering a delegate after consuming will correctly wait for the next incoming event.
Signature
void ConsumeGenericReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| EventType | EAbilityGenericReplicatedEvent::Type | The event type to clear. | — |
| AbilityHandle | FGameplayAbilitySpecHandle | Handle to the ability spec. | — |
| AbilityOriginalPredictionKey | FPredictionKey | The prediction key identifying the activation. | — |
Return Type
void Example
Resetting an event for repeated use C++
// After processing InputConfirm in an ability task, reset it so it can fire again:
ASC->ConsumeGenericReplicatedEvent(
EAbilityGenericReplicatedEvent::InputConfirm,
AbilityHandle,
OriginalPredictionKey); See Also
Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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