AbilitySystem.UseReplicationConditionForActiveGameplayEffects
AbilitySystem.UseReplicationConditionForActiveGameplayEffects
#Overview
name: AbilitySystem.UseReplicationConditionForActiveGameplayEffects
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to be able to determine the replication condition for AbilitySystemComponent::ActiveGameplayEffects at runtime. Removes the need for executing custom logic in FActiveGameplayEffects::NetDeltaSerialize. Default is true.
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/AbilitySystemComponent.cpp:37
Scope: file
Source code excerpt:
static bool bUseReplicationConditionForActiveGameplayEffects = true;
static FAutoConsoleVariableRef CVarUseReplicationConditionForActiveGameplayEffects(TEXT("AbilitySystem.UseReplicationConditionForActiveGameplayEffects"), bUseReplicationConditionForActiveGameplayEffects, TEXT("Whether to be able to determine the replication condition for AbilitySystemComponent::ActiveGameplayEffects at runtime. Removes the need for executing custom logic in FActiveGameplayEffects::NetDeltaSerialize. Default is true."));
static bool bReplicateAbilitiesToSimulatedProxies = false;
static FAutoConsoleVariableRef CVarReplicateGameplayAbilitiesToOwnerOnly(TEXT("AbilitySystem.Fix.ReplicateAbilitiesToSimulatedProxies"), bReplicateAbilitiesToSimulatedProxies, TEXT("Default: False. When false, Gameplay Abilities replicate to AutonomousProxies only, not SimulatedProxies (surmised to be a bug)"));
static bool bForceReplicationAlsoUpdatesReplicatedProxyInterface = true;
static FAutoConsoleVariableRef CVarForceReplicationAlsoUpdatesReplicatedProxyInterface(TEXT("AbilitySystem.Fix.ForceReplicationAlsoUpdatesReplicatedProxyInterface"), bForceReplicationAlsoUpdatesReplicatedProxyInterface, TEXT("Default: True. When true, Calling ForceReplication() on the AbilitySystemComponent will also call ForceReplication() on the ReplicationProxy to ensure prompt replication of Cues and Tags"));