bool UActorComponent::CallRemoteFunction( UFunction* Function, void* Parameters, FOutParmRec* OutParms, FFrame* Stack ) { if (AActor* MyOwner = GetOwner()) { UNetDriver* NetDriver = MyOwner->GetNetDriver(); if (NetDriver) { NetDriver->ProcessRemoteFunction(MyOwner, Function, Parameters, OutParms, Stack, this); return true; } } return false; }
bool UGAAbilityBase::CallRemoteFunction(UFunction* Function, void* Parameters, FOutParmRec* OutParms, FFrame* Stack) { check(!HasAnyFlags(RF_ClassDefaultObject)); check(POwner != NULL); UNetDriver* NetDriver = POwner->GetNetDriver(); if (NetDriver) { NetDriver->ProcessRemoteFunction(POwner, Function, Parameters, OutParms, Stack, this); return true; } return false; }
bool UGameplayAbility::CallRemoteFunction(UFunction* Function, void* Parameters, FOutParmRec* OutParms, FFrame* Stack) { check(!HasAnyFlags(RF_ClassDefaultObject)); check(GetOuter() != NULL); AActor* Owner = CastChecked<AActor>(GetOuter()); UNetDriver* NetDriver = Owner->GetNetDriver(); if (NetDriver) { NetDriver->ProcessRemoteFunction(Owner, Function, Parameters, OutParms, Stack, this); return true; } return false; }
bool UActorComponent::CallRemoteFunction( UFunction* Function, void* Parameters, FFrame* Stack ) { AActor* Owner = GetOwner(); if (Owner == NULL) { return false; } UNetDriver* NetDriver = Owner->GetNetDriver(); if (NetDriver) { NetDriver->ProcessRemoteFunction(Owner, Function, Parameters, Stack, this); return true; } return false; }