RealDocs

UAbilitySystemComponent::ServerSetReplicatedEventWithPayload

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

Description

Variant of ServerSetReplicatedEvent that carries a quantized vector payload, useful for passing aim direction or position data from the client to the server alongside the event.

Caveats & Gotchas

  • The vector is quantized to 1/100 cm precision via FVector_NetQuantize100 — positions or directions requiring sub-centimetre accuracy will lose precision in transit.
  • Like ServerSetReplicatedEvent, this is a reliable RPC; avoid calling it more than once per ability activation to prevent reliable buffer exhaustion.

Signature

void ServerSetReplicatedEventWithPayload(EAbilityGenericReplicatedEvent::Type EventType, FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey AbilityOriginalPredictionKey, FPredictionKey CurrentPredictionKey, FVector_NetQuantize100 VectorPayload)

Parameters

Name Type Description Default
EventType EAbilityGenericReplicatedEvent::Type The type of generic replicated event.
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.
VectorPayload FVector_NetQuantize100 An optional world-space vector sent alongside the event (e.g. aim direction or hit location).

Return Type

void

Example

Sending aim direction with a confirm event C++
FVector AimDir = GetAimDirection();
ASC->ServerSetReplicatedEventWithPayload(
    EAbilityGenericReplicatedEvent::InputConfirm,
    AbilityHandle,
    OriginalPredictionKey,
    CurrentPredictionKey,
    AimDir);

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.