UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...
UAbilityTask_GrantNearbyInteraction passes itself as the source object when making the Interaction Ability Spec in UAbilityTask_GrantNearbyInteraction::QueryInteractables. This causes the "Warning: ...
Using the new GameplayEffect's component based configuration, selected tags (FGameplayTagRequirements) don't inherit from parent GameplayEffect blueprints to child BPs. ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
In a networked PIE session, when the server has applied a programmatically constructed GameplayEffect that has duration policy = Infinite or HasDuration, this results in a client crash when the clie ...
The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...
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 ...