FGantryReplicatedExperience
The experience the server chose, as sent to every client: the requested experience and its whole activation chain.
The chain is sent as well as the experience so a client can tell when its own content builds a different chain (an optional dependency it lacks), and with it the content id of each mod the chain comes from, so a client with another version of a mod can tell too. The client then refuses the experience with a reason, instead of quietly running something different from the server.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
LeafTag read-only | FGameplayTag | () | Experience Tag of the experience the server activated; empty when the server cleared it. |
LeafGuid read-only | FGuid | 00000000000000000000000000000000 | Experience Guid of that experience, for logs and for clients that look content up by guid. |
ChainTags read-only | TArray<FGameplayTag> | The server's activation chain in activation order, base first. | |
ChainContent read-only | TArray<FString> | For each experience in ChainTags, the mod it comes from and that mod's content id ("Name@id"), or empty for the game's own. A client with a different version of a mod refuses, naming it. | |
Serial read-only | int32 | 0 | Counts the server's activations, so activating the same experience again still replicates and a client can ignore a decision it already applied. |