RSExamplePlayerState.cpp
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #include "RSExamplePlayerState.h" |
| 4 | |
| 5 | #include "AbilitySystemComponent.h" |
| 6 | #include "RSExampleAttributeSet.h" |
| 7 | |
| 8 | ARSExamplePlayerState::ARSExamplePlayerState() |
| 9 | { |
| 10 | AbilitySystem = CreateDefaultSubobject<UAbilitySystemComponent>(TEXT("AbilitySystem")); |
| 11 | AbilitySystem->SetIsReplicated(true); |
| 12 | |
| 13 | // Mixed: the owning client gets full effect info (needed for prediction), |
| 14 | // everyone else gets the minimal tags and cues. Use Full only for single-player. |
| 15 | AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed); |
| 16 | |
| 17 | // Created as a subobject of the owner, so the ASC finds and replicates it. |
| 18 | Attributes = CreateDefaultSubobject<URSExampleAttributeSet>(TEXT("Attributes")); |
| 19 | |
| 20 | // The engine default for PlayerState is very low; abilities and attributes |
| 21 | // replicate through this actor, so a low rate shows up as input lag. |
| 22 | // Lyra uses 100. Profile before going lower. |
| 23 | SetNetUpdateFrequency(100.f); |
| 24 | } |