AbilitySystem.AlwaysConvertGESpecToGCParams
AbilitySystem.AlwaysConvertGESpecToGCParams
#Overview
name: AbilitySystem.AlwaysConvertGESpecToGCParams
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Always convert a GameplayCue from GE Spec to GC from GC Parameters on the server
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayCueManager.cpp:1239
Scope: file
Source code excerpt:
int32 AbilitySystemAlwaysConvertGESpecToGCParams = 0;
static FAutoConsoleVariableRef CVarAbilitySystemAlwaysConvertGESpecToGCParams(TEXT("AbilitySystem.AlwaysConvertGESpecToGCParams"), AbilitySystemAlwaysConvertGESpecToGCParams, TEXT("Always convert a GameplayCue from GE Spec to GC from GC Parameters on the server"), ECVF_Default );
void UGameplayCueManager::InvokeGameplayCueAddedAndWhileActive_FromSpec(UAbilitySystemComponent* OwningComponent, const FGameplayEffectSpec& Spec, FPredictionKey PredictionKey)
{
if (Spec.Def->GameplayCues.Num() == 0)
{
return;
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayCueNotifyTypes.cpp:314
Scope (from outer to inner):
file
function void FGameplayCueNotify_SpawnContext::InitializeContext
Source code excerpt:
Note that FGameplayCueParameters::EffectContext may not be valid in some projects.
Projects can override UAbilitySystemGlobals::InitGameplayCueParameters() to extract only necessary data from FGameplayEffectContext directly into FGameplayCueParameters.
See UAbilitySystemGlobals::InitGameplayCueParameters() and AbilitySystem.AlwaysConvertGESpecToGCParams for more info.
*/
if (!ensure(TargetActor))
{
return;
}
if (CueParameters.EffectContext.IsValid())
{
HitResult = CueParameters.EffectContext.GetHitResult();