Comments (1)
I've actually concluded that using separate AttributeSets on weapons is not a great idea. The main issues are that changes to an Attribute from a GE must go through an ASC and we can't target a specific AttributeSet if more than one of the same class exists on the ASC or the AttributeSet is removed from the ASC but still valid in the world. This causes:
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Complications with multiple weapons in your inventory.
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If you remove an AttributeSet before an Attribute aggregator change is replicated, the replicated change will not find its AttributeSet and crash the game. I ran into this with a rocket launcher killing myself and removing the AttributeSet on Unequip/Death before the ammo change replication came in.
There are probably ways around these issues, but I find it was much easier just to use replicated raw floats on the weapons for magazine ammo with an Ammo AttributeSet on the Character for reserve ammo (this allows weapons to share reserve ammo of the same ammo type). I'm led to believe that Fortnite also does its ammo this way with raw floats on the weapons (I'm unsure about their reserve ammo).
My next sample project coming soon is an advanced FPS that shows this functionality and how to work with it in GameplayAbilities. I'll update the README when its released.
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Related Issues (20)
- Stamina on client drains atlest and 2x speed.
- Doc section 4.6.2 FGameplayAbilityInputBinds FString enum deprecation HOT 1
- [Question] How can I use GAS with Enhanced Inputs? HOT 4
- Build issue on Unreal Engine 5.1.1
- Possible unnecessary cast in PlayMontageAndWaitForEvent HOT 2
- StaticLoadClass DamageNumberClass doesn't work when packaged HOT 1
- PlayMontageAndWaitForEvent doesn't work on clients HOT 5
- Suggestion to add Gameplay Event/GameplayEvent section, more information about them and example uses
- Clamping value on PreAttributeChanged not working on client
- CDOing AttributeSet in constructor results in garbage collection
- Suggestion for section 4.11.2 (custom target actor confirmation type)
- How to load cues from a Plugin Content folder path? HOT 2
- Output Modifiers in Gameplay Effect Execution Calculations Cannot Modify Source Attributes HOT 1
- AsyncTaskCooldownChanged node's call back too long HOT 1
- UAsyncTaskCooldownChanged HOT 1
- Load gameplay tags from .ini in a Plugin/Config folder HOT 6
- Gameplay Effect Components added in UE5.3
- Suggestion to add explanation on how to setup "InitAttributeSetDefaults()"
- OnAvatarSet called with player state HOT 1
- Modifier tag filter is not available.
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