AbilitySystem.GameplayCueCheckForTooManyRPCs

AbilitySystem.GameplayCueCheckForTooManyRPCs

#Overview

name: AbilitySystem.GameplayCueCheckForTooManyRPCs

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: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"));