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tommygod3 avatar tommygod3 commented on July 20, 2024

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.
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tommygod3 avatar tommygod3 commented on July 20, 2024

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.

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tommygod3 avatar tommygod3 commented on July 20, 2024

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:

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tranek avatar tranek commented on July 20, 2024

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.

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tommygod3 avatar tommygod3 commented on July 20, 2024

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.

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