AbilitySystem.AlwaysConvertGESpecToGCParams

AbilitySystem.AlwaysConvertGESpecToGCParams

#Overview

name: AbilitySystem.AlwaysConvertGESpecToGCParams

This variable is created as a Console Variable (cvar).

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();