AbilitySystem.GameplayCue.RunOnDedicatedServer

AbilitySystem.GameplayCue.RunOnDedicatedServer

#Overview

name: AbilitySystem.GameplayCue.RunOnDedicatedServer

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/GameplayCueManager.cpp:48

Scope: file

Source code excerpt:


int32 GameplayCueRunOnDedicatedServer = 0;
static FAutoConsoleVariableRef CVarDedicatedServerGameplayCues(TEXT("AbilitySystem.GameplayCue.RunOnDedicatedServer"), GameplayCueRunOnDedicatedServer, TEXT("Run gameplay cue events on dedicated server"), ECVF_Default );

bool EnableSuppressCuesOnGameplayCueManager = true;
static FAutoConsoleVariableRef CVarEnableSuppressCuesOnGameplayCueManager(TEXT("AbilitySystem.GameplayCue.EnableSuppressCuesOnGameplayCueManager"), EnableSuppressCuesOnGameplayCueManager, TEXT("Allows the GameplayCueManager to suppress cues when the bSuppressGameplayCues is set on the target AbilitySystemComponent"), ECVF_Default );

#if WITH_EDITOR
USceneComponent* UGameplayCueManager::PreviewComponent = nullptr;