Comments (3)
I have not used that yet. I prefer using GameplayEffects applied on the server since that can encapsulate more meta information about where the tag came from.
from gasdocumentation.
@markuslement I had issues with that function and spent some time debugging it. If I got it correctly, it doesn't set the tag on the server side, it just sets it on a separate data structure that is used for replication. I'd recommend using UAbilitySystemBlueprintLibrary::AddLooseGameplayTags
instead, since it takes care of setting it in both the server, and replicating it
from gasdocumentation.
Confirmed the same issue before. ReplicatedLooseGameplayTag
also has problems with tag counts. Just stick on MinimalReplicationTags
from gasdocumentation.
Related Issues (20)
- [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
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- 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
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