Comments (5)
I should maybe add that when I say the client dies, this is only on the client side. The client gains the State.Dead tag but is not destroyed or given a respawn timer as the server never sees the client die.
from gasdocumentation.
The end result of this is that on the first spawn the client sees their movement as very laggy and they cannot use any abilities (because they think they died). On subsequent spawns however, the AbilitySystemComponent sets the AttributeSetBase up properly and this does not happen.
from gasdocumentation.
Upon further review it seems that when a client calls InitializeAttributes()
, the default attributes are not initialised.
However, on the listen server,
AttributeSetBase
seems to already be set correctly before the client version of InitializeAttributes() is called. Perhaps I am misunderstanding the InitializeAttributes() function but it seems like it should work for both server and client as suggested here:
from gasdocumentation.
Unfortunately that is out of the scope of this repo. You may want to look into alternate ways of initializing the attributes if that is a problem for your game -- for example you can set default values greater than zero in the constructor for the health AttributeSet.
from gasdocumentation.
Fair enough, I presumed it was a bug as there was inconsistent behaviour between client and server but now I think perhaps there just needs to be a check like you suggest when I try to initialise this way.
from gasdocumentation.
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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from gasdocumentation.