We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists. That way we can get the ordering right. I suspect there are lots of ordering issues if we look carefully.
Create an Ability that performs a function, then grants itself back to you upon removal. Notice that there is an issue because all of the Adds are performed first, then the Removes. The result I believe is that you will not get that GA added again, it will instead be added when some other GA gets applied.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What controls of umg have mouse wheel events in UE4.27?
What is the difference between Camera and CineCamera?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-183880 in the post.
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Component | UE - Gameplay - Gameplay Ability System |
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Target Fix | 5.6 |
Created | Apr 20, 2023 |
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Updated | Sep 30, 2024 |