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UAbilitySystemComponent::ServerSetInputReleased

function GameplayAbilities Since 4.15
#include "AbilitySystemComponent.h"
Access: public Specifiers: UFUNCTION

Description

Server RPC that directly replicates an input-released event for the given ability. Pair with ServerSetInputPressed when using the direct input replication path (bReplicateInputDirectly).

Caveats & Gotchas

  • Like ServerSetInputPressed, this should be avoided in favour of Generic Replicated Events; direct input replication bypasses the prediction system's event ordering guarantees.
  • If the matching ServerSetInputPressed was never sent (e.g. dropped packet in an unreliable scenario), the ability may remain in a pressed state on the server — though both are reliable RPCs so packet loss is not the issue, ordering bugs in user code can still cause this.

Signature

UE_API void ServerSetInputReleased(FGameplayAbilitySpecHandle AbilityHandle)

Parameters

Name Type Description Default
AbilityHandle FGameplayAbilitySpecHandle Handle of the ability whose input-released state should be replicated to the server.

Return Type

void

Example

Release input via direct replication C++
void AMyCharacter::ReleaseAbilityInput(FGameplayAbilitySpecHandle Handle)
{
    UAbilitySystemComponent* ASC = GetAbilitySystemComponent();
    if (ASC && ASC->GetOwnerRole() == ROLE_AutonomousProxy)
    {
        ASC->ServerSetInputReleased(Handle);
    }
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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