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UAbilitySystemComponent::ReplicatedPredictionKeyMap

property GameplayAbilities Since 4.15
#include "AbilitySystemComponent.h"
Access: public Specifiers: UPROPERTYReplicatedTransient

Description

Replicated map that synchronises prediction keys from the autonomous proxy to the server so both sides can correlate client-predicted actions with their authoritative results.

Caveats & Gotchas

  • This property must come last in the replicated property list on the component; the comment in the header explicitly warns that OnRep and callback ordering depends on it being last.
  • Do not read or write this directly in game code — use the prediction key API (FPredictionKey, ScopedPredictionWindow) instead; direct manipulation can corrupt the prediction system's sequencing.

Signature

UPROPERTY(Replicated, Transient)
FReplicatedPredictionKeyMap ReplicatedPredictionKeyMap

Example

Inspecting prediction key state for debugging C++
// Debug-only: iterate replicated keys to diagnose prediction mismatches
for (auto& KeyPair : ASC->ReplicatedPredictionKeyMap.Map)
{
    UE_LOG(LogAbilitySystem, Verbose,
        TEXT("PredKey %d: base=%d"),
        KeyPair.Key.Current, KeyPair.Key.Base);
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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