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tranek avatar tranek commented on August 18, 2024

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.

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reisandbeans avatar reisandbeans commented on August 18, 2024

@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

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krovma avatar krovma commented on August 18, 2024

Confirmed the same issue before. ReplicatedLooseGameplayTag also has problems with tag counts. Just stick on MinimalReplicationTags

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