When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask continues to run.
This bug has been tested with this recent commit from the ue5-main branch: 9714718b72ea3fd5615373424827fd85cdd2de1c
1- Create a new project using the Third Person template.
2- Create a Gameplay Ability class and a UAbilityTask.
3- Open the Third Person Character Blueprint and add a GameplayAbilitySystemComponent. In Begin Play, grant the Gameplay Ability you created.
4- Add a Debug Key 1 input. On key press, activate the ability.
5- In the ability’s ActivateAbility, create and execute the Ability Task. When the Ability Task is activated, cancel the owning ability from within the task.
6- Run the game and press 1. Even though the ability is canceled, the Ability Task continues ticking.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-363224 in the post.
| 0 |
| Component | UE - Gameplay - Gameplay Ability System |
|---|---|
| Affects Versions | 5.7 |
| Created | Feb 2, 2026 |
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| Updated | Feb 26, 2026 |