The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this validation. The logic in UGameplayEffectComponent::IsDataValid(...) should account for the fact that UGameplayEffectComponent can be a BP.
1. Create a blank project in the Editor;
2. Enable the GameplayAbilities plugin, restart the Editor;
3. Create a UGameplayEffectUIData blueprint and name it BP_GameplayEffectUIData (UGameplayEffectUIData ultimately derives from UGameplayEffectComponent);
4. Save the asset;
5. Validation fails with the message: /Game/BPs/BP_GameplayEffectUIData Validating asset
[AssetLog] ...\Content\BPs\BP_GameplayEffectUIData.uasset: Default__BP_GameplayEffectUIData_C has invalid Outer: /Game/BPs/BP_GameplayEffectUIData
/Game/BPs/BP_GameplayEffectUIData Errors logged while validating asset Default__BP_GameplayEffectUIData_C has invalid Outer: /Game/BPs/BP_GameplayEffectUIData
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-222010 in the post.
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Component | UE - Gameplay - Gameplay Ability System |
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Affects Versions | 5.4.3 |
Target Fix | 5.6 |
Created | Aug 16, 2024 |
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Updated | Aug 23, 2024 |