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Gameplay Abilities

Gameplay Abilities placeholder.

Network Pattern

Gameplay abilities can be activated on the owning client or the server. There are four policy types that act as a safety.

Local Predicted

The ability is activated on the owning client and sends a message to activate on the server. The server starts running the gameplay ability and sends a message back to the owning client when CommitAbility is run on the server. When the ability on the owning client receives the message it switches from predicting state to confirmed state.

Settings

Server Respects Remote Ability to Cancel

This checkbox on the gameplay ability allows the client to cancel the gameplay ability on the server. This often has the unforeseen side effect of stopping the gameplay ability on the server before it has finished. This can often make damage effects only be applied randomly. For most gameplay abilities I uncheck this option.