How to Use Target Data in Unreal Engine's Gameplay Ability System (GAS)
Target data is a built-in ability task in Unreal Engine's Gameplay Ability System (GAS) that allows clients to send calculated data, such as hit results from traces, to the server for authoritative processing. It is commonly used in locally predicted gameplay abilities, like hitscan weapons, where the client computes a line trace result that the server must validate. The system also handles timing issues automatically, eliminating the need to manually manage whether target data or an RPC arrives first. Implementation involves binding a UFUNCTION callback to the ability system component, storing hit results in an FGameplayAbilityTargetDataHandle, and calling ServerSetReplicatedTargetData to relay the data to the server. GAS provides several built-in target data structs based on FGameplayAbilityTargetData, and developers can also create custom structs for additional functionality.
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