void FActiveGameplayCueContainer::AddCue(const FGameplayTag& Tag, const FPredictionKey& PredictionKey, const FGameplayCueParameters& Parameters) { UWorld* World = Owner->GetWorld(); // Store the prediction key so the client can investigate it FActiveGameplayCue& NewCue = GameplayCues[GameplayCues.AddDefaulted()]; NewCue.GameplayCueTag = Tag; NewCue.PredictionKey = PredictionKey; NewCue.Parameters = Parameters; MarkItemDirty(NewCue); Owner->UpdateTagMap(Tag, 1); }
ALobbyBeaconPlayerState* FLobbyPlayerStateInfoArray::AddPlayer(const FText& PlayerName, const FUniqueNetIdRepl& UniqueId) { check(ParentState); UWorld* World = ParentState->GetWorld(); check(World); ALobbyBeaconPlayerState* NewPlayer = ParentState->CreateNewPlayer(PlayerName, UniqueId); if (NewPlayer) { int32 Idx = Players.Add(NewPlayer); MarkItemDirty(Players[Idx]); // server calls "on rep" also Players[Idx].PostReplicatedAdd(*this); return Players[Idx].LobbyPlayerState; } return nullptr; }