ActivateFailNetworkingName
ActivateFailNetworkingName
#Overview
name: ActivateFailNetworkingName
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:24, section: [/Script/GameplayAbilities.AbilitySystemGlobals]
- INI Section:
/Script/GameplayAbilities.AbilitySystemGlobals
- Raw value:
Ability.ActivateFail.Networking
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h:220
Scope (from outer to inner):
file
class class UAbilitySystemGlobals : public UObject
Source code excerpt:
FGameplayTag ActivateFailNetworkingTag;
UPROPERTY(config)
FName ActivateFailNetworkingName;
/** How many bits to use for "number of tags" in FMinimalReplicationTagCountMap::NetSerialize. */
UPROPERTY(config)
int32 MinimalReplicationTagCountBits;
/** Initialize global tags by reading from config using the names and creating tags for use at runtime */
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h:254
Scope (from outer to inner):
file
class class UAbilitySystemGlobals : public UObject
function virtual void InitGlobalTags
Source code excerpt:
}
if (ActivateFailNetworkingName != NAME_None)
{
ActivateFailNetworkingTag = FGameplayTag::RequestGameplayTag(ActivateFailNetworkingName);
}
}
void InitTargetDataScriptStructCache();
/** Initialize GameplayCue Parameters */