UAbilitySystemComponent::ServerSetInputPressed
#include "AbilitySystemComponent.h"
Access: public
Specifiers: UFUNCTION
Description
Server RPC that directly replicates an input-pressed event for the given ability. Only use this when bReplicateInputDirectly is true on the ability; in most cases Generic Replicated Events are the preferred mechanism.
Caveats & Gotchas
- • This is a reliable Server RPC — using it for every frame of held input will flood the network; it is intended for discrete press events, not continuous hold state.
- • The header comment explicitly discourages this path: prefer Generic Replicated Events (ServerSetReplicatedEvent) over direct input replication for better latency tolerance.
Signature
UE_API void ServerSetInputPressed(FGameplayAbilitySpecHandle AbilityHandle) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AbilityHandle | FGameplayAbilitySpecHandle | Handle of the ability whose input-pressed state should be replicated to the server. | — |
Return Type
void Example
Direct input replication (uncommon pattern) C++
// Only needed when the ability has bReplicateInputDirectly = true:
void AMyCharacter::PressAbilityInput(FGameplayAbilitySpecHandle Handle)
{
UAbilitySystemComponent* ASC = GetAbilitySystemComponent();
if (ASC && ASC->GetOwnerRole() == ROLE_AutonomousProxy)
{
ASC->ServerSetInputPressed(Handle);
}
} Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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