When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors that listen to that cue tag.
This seems to happen when applying the GE to an AbilitySystemComponent with replication mode Mixed or Minimal. UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf executes the cue twice: once via ActiveGameplayEffects.ApplyGameplayEffectSpec() and once via InvokeGameplayCueEvent().
Expected: The GameplayCueNotify_Actor's OnActive function is only executed once on the server per GE application.
Quick repro steps (attached project)
Download the attached project and compile it with UE 5.2. Start PIE as standalone or listen server. Press T to apply a GE with duration that fires a cue that is handled by a GCN. See that OnActive is executed twice (two printed logs). Expected: only executed once.
Complete repro steps
Make the cue handler
Make the GameplayEffect
Configure the character and apply the GameplayEffect
Repro the bug:
Callstack 1 (first occurrence of OnActive):
AGameplayCueNotify_Actor::HandleGameplayCue(AActor *,Type,const FGameplayCueParameters &) GameplayCueNotify_Actor.cpp:190
UGameplayCueSet::HandleGameplayCueNotify_Internal(AActor *,int,Type,FGameplayCueParameters &) GameplayCueSet.cpp:325
UGameplayCueSet::HandleGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &) GameplayCueSet.cpp:85
UGameplayCueManager::RouteGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &,EGameplayCueExecutionOptions) GameplayCueManager.cpp:216
UGameplayCueManager::HandleGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &,EGameplayCueExecutionOptions) GameplayCueManager.cpp:158
UAbilitySystemComponent::InvokeGameplayCueEvent(FGameplayTag,Type,const FGameplayCueParameters &) AbilitySystemComponent.cpp:1267
UAbilitySystemComponent::NetMulticast_InvokeGameplayCueAdded_WithParams_Implementation(FGameplayTag,FPredictionKey,FGameplayCueParameters) AbilitySystemComponent.cpp:1477
UAbilitySystemComponent::execNetMulticast_InvokeGameplayCueAdded_WithParams(UObject *,FFrame &,void *const) 0x00007ff94bb30ec8
UFunction::Invoke(UObject *,FFrame &,void *const) Class.cpp:6411
UObject::ProcessEvent(UFunction *,void *) ScriptCore.cpp:2129
UAbilitySystemComponent::NetMulticast_InvokeGameplayCueAdded_WithParams(FGameplayTag,FPredictionKey,FGameplayCueParameters) 0x00007ff94bb00eab
IAbilitySystemReplicationProxyInterface::Call_InvokeGameplayCueAdded_WithParams(FGameplayTag,FPredictionKey,FGameplayCueParameters) AbilitySystemReplicationProxyInterface.cpp:43
UAbilitySystemComponent::AddGameplayCue_Internal(FGameplayTag,const FGameplayCueParameters &,FActiveGameplayCueContainer &) AbilitySystemComponent.cpp:1348
UAbilitySystemComponent::AddGameplayCue_Internal(FGameplayTag,FGameplayEffectContextHandle &,FActiveGameplayCueContainer &) AbilitySystemComponent.cpp:1307
UAbilitySystemComponent::AddGameplayCue_MinimalReplication(FGameplayTag,FGameplayEffectContextHandle) AbilitySystemComponent.cpp:1295
FActiveGameplayEffectsContainer::AddActiveGameplayEffectGrantedTagsAndModifiers(FActiveGameplayEffect &,bool) GameplayEffect.cpp:3442
FActiveGameplayEffect::CheckOngoingTagRequirements(const FGameplayTagContainer &,FActiveGameplayEffectsContainer &,bool) GameplayEffect.cpp:1771
FActiveGameplayEffectsContainer::InternalOnActiveGameplayEffectAdded(FActiveGameplayEffect &) GameplayEffect.cpp:3321
FActiveGameplayEffectsContainer::ApplyGameplayEffectSpec(const FGameplayEffectSpec &,FPredictionKey &,bool &) GameplayEffect.cpp:3264
UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpec &,FPredictionKey) AbilitySystemComponent.cpp:842
UAbilitySystemComponent::ApplyGameplayEffectToSelf(const UGameplayEffect *,float,const FGameplayEffectContextHandle &,FPredictionKey) AbilitySystemComponent.cpp:536
UAbilitySystemComponent::BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect>,float,FGameplayEffectContextHandle) AbilitySystemComponent.cpp:518
Callstack 2 (second occurrence of OnActive):
AGameplayCueNotify_Actor::HandleGameplayCue(AActor *,Type,const FGameplayCueParameters &) GameplayCueNotify_Actor.cpp:190
UGameplayCueSet::HandleGameplayCueNotify_Internal(AActor *,int,Type,FGameplayCueParameters &) GameplayCueSet.cpp:325
UGameplayCueSet::HandleGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &) GameplayCueSet.cpp:85
UGameplayCueManager::RouteGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &,EGameplayCueExecutionOptions) GameplayCueManager.cpp:216
UGameplayCueManager::HandleGameplayCue(AActor *,FGameplayTag,Type,const FGameplayCueParameters &,EGameplayCueExecutionOptions) GameplayCueManager.cpp:158
UGameplayCueManager::HandleGameplayCues(AActor *,const FGameplayTagContainer &,Type,const FGameplayCueParameters &,EGameplayCueExecutionOptions) GameplayCueManager.cpp:131
UAbilitySystemComponent::InvokeGameplayCueEvent(const FGameplayEffectSpecForRPC &,Type) AbilitySystemComponent.cpp:1247
UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf(const FGameplayEffectSpec &,FPredictionKey) AbilitySystemComponent.cpp:909
UAbilitySystemComponent::ApplyGameplayEffectToSelf(const UGameplayEffect *,float,const FGameplayEffectContextHandle &,FPredictionKey) AbilitySystemComponent.cpp:536
UAbilitySystemComponent::BP_ApplyGameplayEffectToSelf(TSubclassOf<UGameplayEffect>,float,FGameplayEffectContextHandle) AbilitySystemComponent.cpp:518
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4 |
Component | UE - Gameplay - Gameplay Ability System |
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Affects Versions | 5.2 |
Target Fix | 5.4 |
Created | Aug 2, 2023 |
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Resolved | Nov 28, 2023 |
Updated | Dec 19, 2023 |