FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FRepLayout.
There is a usability issue when users include a FGameplayAbilitySpecHandle as a UPROPERTY in another struct if that other struct specifies a custom NetSerialize function. Then, there is no way to invoke the default serialization behavior nor do users have access to read or write the FGameplayAbilitySpecHandle internal Handle value to manually serialize and deserialize it.
A user has requested Epic to introduce a way to serialize FGameplayAbilitySpecHandle explicitly so that it's compatible with being included in a top-level struct that overrides NetSerialize.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202768 in the post.
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Component | UE - Gameplay - Gameplay Ability System |
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Affects Versions | 5.3 |
Target Fix | 5.4 |
Created | Dec 15, 2023 |
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Resolved | Dec 16, 2023 |
Updated | May 1, 2024 |