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UAbilitySystemComponent::InvokeReplicatedEventWithPayload

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

Description

Fires registered delegates for the given generic replicated event and delivers the accompanying vector payload. Used when the event carries positional or directional data.

Caveats & Gotchas

  • The payload vector is only accessible to delegates that read it via the FAbilityReplicatedData struct — plain FSimpleMulticastDelegate callbacks will not receive the vector.
  • Like InvokeReplicatedEvent, returns false when no delegate is registered yet; the event and payload are cached until a matching delegate registers.

Signature

bool InvokeReplicatedEventWithPayload(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey, FVector_NetQuantize100 VectorPayload)

Parameters

Name Type Description Default
EventType EAbilityGenericReplicatedEvent::Type The type of event to invoke.
AbilityHandle FGameplayAbilitySpecHandle Handle to the ability spec.
AbilityOriginalPredictionKey FPredictionKey The prediction key active when the ability was activated.
CurrentPredictionKey FPredictionKey The current prediction key.
VectorPayload FVector_NetQuantize100 The vector payload received alongside the event.

Return Type

bool

Example

Receiving aim direction inside a waiting ability task C++
// Inside a custom ability task that waits for a confirm event with payload:
bool bFired = ASC->InvokeReplicatedEventWithPayload(
    EAbilityGenericReplicatedEvent::InputConfirm,
    Handle, OriginalKey, CurrentKey, AimDirection);
// The registered delegate receives AimDirection via FAbilityReplicatedData.VectorPayload

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

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