AbilitySystem.Fix.ActiveGEReplicationFix

AbilitySystem.Fix.ActiveGEReplicationFix

#Overview

name: AbilitySystem.Fix.ActiveGEReplicationFix

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

It is referenced in 1 C++ source file.

#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/GameplayEffect.cpp:79

Scope (from outer to inner):

file
namespace    UE::GameplayEffect

Source code excerpt:


	int32 ActiveGameplayEffectReplicationFix = (int32)EActiveGameplayEffectFix::Current;
	FAutoConsoleVariableRef CVarActiveGameplayEffectReplicationFix{ TEXT("AbilitySystem.Fix.ActiveGEReplicationFix"), ActiveGameplayEffectReplicationFix, TEXT("Experimental code mask for fixing Active Gameplay Effects (set to 0 to disable)"), ECVF_Default };
	inline bool HasActiveGameplayEffectFix(EActiveGameplayEffectFix Flag) { return (ActiveGameplayEffectReplicationFix & static_cast<int32>(Flag)) != 0; }

	TAutoConsoleVariable<int32> CVarGameplayEffectMaxVersion(TEXT("AbilitySystem.GameplayEffects.MaxVersion"), (int32)EGameplayEffectVersion::Current, TEXT("Override the Gameplay Effect Current Version (disabling upgrade code paths)"), ECVF_Default);

	// Fix introduced in UE5.4
	bool bUseModifierTagRequirementsOnAllGameplayEffects = true;