See [Link Removed] for original report.
UAbilityTask_ApplyRootMotionJumpForce has a slightly different flow than other Root Motion Source ability tasks. It is the only one that allows EndTask to be called on a simulating task.
This can allow dangling references in the networking actor channel if the simulating client finishes moving (lands or times out) before the server notifies the client that the task should be destroyed.
All other RMS ability tasks abstain from calling EndTask when bIsSimulating is true, and wait for the server to end it.
1) Have a server ability apply a AbilityTask_ApplyRootMotionJumpForce task.
2) Observe that on the client the task's EndTask() function is only called from PreDestroyFromReplication()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219756 in the post.
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Component | UE - Gameplay - Gameplay Ability System |
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Target Fix | 5.6 |
Fix Commit | 41737107 |
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Created | Jul 19, 2024 |
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Resolved | Apr 17, 2025 |
Updated | Apr 18, 2025 |