AbilitySystem.GameplayCue.RunOnDedicatedServer
AbilitySystem.GameplayCue.RunOnDedicatedServer
#Overview
name: AbilitySystem.GameplayCue.RunOnDedicatedServer
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Run gameplay cue events on dedicated server
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;