AbilitySystem.GameplayCueCheckForTooManyRPCs
AbilitySystem.GameplayCueCheckForTooManyRPCs
#Overview
name: AbilitySystem.GameplayCueCheckForTooManyRPCs
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Warns if gameplay cues are being throttled by network code
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:929
Scope: file
Source code excerpt:
int32 GameplayCueCheckForTooManyRPCs = 1;
static FAutoConsoleVariableRef CVarGameplayCueCheckForTooManyRPCs(TEXT("AbilitySystem.GameplayCueCheckForTooManyRPCs"), GameplayCueCheckForTooManyRPCs, TEXT("Warns if gameplay cues are being throttled by network code"), ECVF_Default );
void UGameplayCueManager::CheckForTooManyRPCs(FName FuncName, const FGameplayCuePendingExecute& PendingCue, const FString& CueID, const FGameplayEffectContext* EffectContext)
{
if (GameplayCueCheckForTooManyRPCs)
{
static IConsoleVariable* MaxRPCPerNetUpdateCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("net.MaxRPCPerNetUpdate"));