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UAbilitySystemComponent::GetReplicatedDataOfGenericReplicatedEvent

function GameplayAbilities Since 4.16
#include "AbilitySystemComponent.h"
Access: public

Description

Returns the FAbilityReplicatedData stored for the given generic event, containing whether the event has been received and any vector payload sent with it.

Caveats & Gotchas

  • Returns a copy, not a reference — the returned struct reflects the state at the time of the call and will not update if the event is later consumed or modified.
  • Check FAbilityReplicatedData.bTriggered before using the payload; if the event has not been received yet, the struct will be default-constructed with bTriggered == false.

Signature

FAbilityReplicatedData GetReplicatedDataOfGenericReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey)

Parameters

Name Type Description Default
EventType EAbilityGenericReplicatedEvent::Type The event type to query.
AbilityHandle FGameplayAbilitySpecHandle Handle to the ability spec.
AbilityOriginalPredictionKey FPredictionKey The prediction key identifying the activation.

Return Type

FAbilityReplicatedData

Example

Reading a vector payload from a previously received event C++
FAbilityReplicatedData EventData = ASC->GetReplicatedDataOfGenericReplicatedEvent(
    EAbilityGenericReplicatedEvent::InputConfirm,
    AbilityHandle, OriginalPredictionKey);
if (EventData.bTriggered)
{
    FVector AimDir = EventData.VectorPayload;
    // Use aim direction...
}

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

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