AbilitySystem.UseReplicationConditionForActiveGameplayEffects

AbilitySystem.UseReplicationConditionForActiveGameplayEffects

#Overview

name: AbilitySystem.UseReplicationConditionForActiveGameplayEffects

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/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"));