Comments (2)
So, I take it back... it doesn't seem like tags are evaluated properly by an Infinite GE that has modifiers that are guarded by tags granted by another infinite GE. Even in the game, this isn't working.
from gasdocumentation.
I've posted this as an engine bug:
https://answers.unrealengine.com/questions/1050416/ge-modifiers-that-require-tags-on-source-or-target.html
from gasdocumentation.
Related Issues (20)
- 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.
- Question : ASC not available in the player BP
- UE5.3 - AttributeSet Generated Error
- Bug activation stun gameplay cue
- Question: Loose gameplay tag vs gameplay effect
- MMC for ability cost and CanActivateAbility()
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from gasdocumentation.