UAbilitySystemComponent::ServerSetReplicatedEvent
#include "AbilitySystemComponent.h"
Access: public
Specifiers: UFUNCTIONServerreliableWithValidation
Description
Reliable server RPC that tells the server a generic replicated event occurred on the client (e.g. input confirm/cancel). The server stores the event and fires any registered delegates.
Caveats & Gotchas
- • Do not call this directly — the ability system calls it internally. Calling it manually without proper prediction keys will desync ability state.
- • This is a reliable RPC, so excessive calls (e.g. binding it to high-frequency input) can saturate the reliable RPC buffer and cause disconnects.
Signature
void ServerSetReplicatedEvent(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| EventType | EAbilityGenericReplicatedEvent::Type | The type of generic replicated event (e.g. InputConfirm, InputCancel). | — |
| AbilityHandle | FGameplayAbilitySpecHandle | Handle to the ability spec this event belongs to. | — |
| AbilityOriginalPredictionKey | FPredictionKey | The prediction key that was active when the ability was activated. | — |
| CurrentPredictionKey | FPredictionKey | The prediction key active at the time this event is sent. | — |
Return Type
void Example
How the engine routes a confirm input to the server C++
// Called automatically by the input confirmation path inside UGameplayAbility:
// ASC->ServerSetReplicatedEvent(
// EAbilityGenericReplicatedEvent::InputConfirm,
// Handle, OriginalPredictionKey, CurrentPredictionKey);
// You would not write this call yourself in normal gameplay code. See Also
Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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