AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
Hello, I posted a bug submission some days ago on [Link Removed], however I received a mail asking me to repost it here instead. So here I go, even if it's not a question per say. Description: T ...
Replicated Montages played via GAS are not blended out using the BlendOut time set in the Montage, and are instead blended out using the BlendIn time ...
A recent change to UAbilityTask_NetworkSyncPoint generates a second Prediction Key before broadcasting the OnSync delegate which may be preventing the server from removing the locally predicted GE ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
User reported game thread and async loading thread accessing a UGameplayEffect property at the same time:Game thread having loaded a GameplayEffectA and in its PostLoad() updating the property Inher ...
The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...