User reported game thread and async loading thread accessing a UGameplayEffect property at the same time:
The two threads are accessing the same memory, which we should have a mechanism to prevent. One thing to investigate whether that should be specific to the GameplayEffect FInheritedTagContainer properties or higher up: a UObject CDO's PostLoad and a UObject's CDO being invoked by a subclass on the loading thread.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166872 in the post.
0 |
Component | UE - Gameplay - Gameplay Ability System |
---|---|
Affects Versions | 5.0, 5.1 |
Target Fix | 5.3 |
Created | Oct 12, 2022 |
---|---|
Resolved | Feb 20, 2023 |
Updated | Sep 30, 2024 |