Comments (4)
Interesting find. I've not personally used them beyond simple testing to write about them in the doc. What are the ramifications of that preprocessor macro? Does it not work on dedicated servers where the execution calculation would run?
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Yes, they are working just fine in the editor, that makes it hard to find. I am not sure about that ramifications of that preprocessor macro and dedicated servers.
But I just added the GameplayTagContainer ValidTransientAggregatorIdentifiers
again on my own child class and now its recognized also when packaging. Not sure if this adds other errrors because I simple dublicated the variable, so not closing the issue yet. I'll try some more testing, but it sems to work for now.
from gasdocumentation.
Okay its confusing as hell, when I added ValidTransientAggregatorIdentifiers on my child, all seems to work, but the execution does not recognize the temporal data as attributes anymore. I just figured when I wanted to add another Damage Gameplay Effect. I cannot choose those anymore and they got replaced in all created before.
But somehow it still gets the Damage data what does not make any sense at all.
from gasdocumentation.
okay i asked in the Unreal Slackers Discord and somebody pointed out you need to add the #if WITH_EDITORONLY_DATA ...#endif also to your execution like this for example:
#if WITH_EDITORONLY_DATA
ValidTransientAggregatorIdentifiers.AddTag(FGameplayTag::RequestGameplayTag("Data.Damage"));
#endif
I think you should add this in the documentation
from gasdocumentation.
Related Issues (20)
- 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.
- 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
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from gasdocumentation.