示例#1
0
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;
}
示例#2
0
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;
}
示例#3
0
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;
}