Hello,
I posted a bug submission some days ago on [Link Removed], however I received a mail asking me to repost it here instead. So here I go, even if it's not a question per say.
Description: The WaitGameplayTagQuery node doesn't work with EGameplayTagQueryExprType::NoTagsMatch because of the UAbilityAsync_WaitGameplayTagQuery::EvaluateTagQuery implementation. Indeed, to test if the query matches, the line "const bool bMatchesQuery = !TargetTags.IsEmpty() && TagQuery.Matches(TargetTags);" is executed. However, it is incorrect, since with EGameplayTagQueryExprType::NoTagsMatch (and presumably EGameplayTagQueryExprType::NoExprMatch), the correct line would be "const bool bMatchesQuery = TargetTags.IsEmpty() || TagQuery.Matches(TargetTags);". Indeed, if the target tags array is empty, the query matches.
UDN Case: 00535139
Expected:
The WaitGameplayTagQuery node should resolve when the tested Actor loses the "Gameplay_Locked" tag.
Results:
The WaitGameplayTagQuery node will never resolve, thus the "Trigger" exec pin will never be reached.
Thank you,
—
I found it easiest to just create a Gameplay Ability that adds and removes loose tags while waiting for the GameplayTagQuery to succeed. That way all the logic is together.
Baptiste
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0 |
Component | UE - Gameplay - Gameplay Ability System |
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Target Fix | 5.3 |
Created | Feb 25, 2023 |
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Resolved | Feb 28, 2023 |
Updated | Apr 29, 2023 |