Description

This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html

In some case it looks like OnActive gameplay cues are not working properly on standalone servers. Note:

I haven't been able to figure out what the correct fix would be, but here's the info I've got. UAbilitySystemComponent::InternalTryActivateAbility creates a new ScopedPredictionKey on line 1165:

bool bCreateNewServerKey = NetMode == ROLE_Authority &&
(!InPredictionKey.IsValidKey() ||
(Ability->GetNetExecutionPolicy() == EGameplayAbilityNetExecutionPolicy::ServerInitiated ||
Ability->GetNetExecutionPolicy() == EGameplayAbilityNetExecutionPolicy::ServerOnly));

UAbilitySystemComponent::AddGameplayCue_Internal does not generate a new prediction key, as GameplayCueContainer.bMinimalReplication is false. NetMulticast_InvokeGameplayCueAdded_WithParams_Implementation then hits that early return, as the key is server instantiated (from ::InternalTryActivateAbility) and the actor is locally controlled (listen server/single player case).

Steps to Reproduce

In UDN, difficult repro to see normally

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39077 in the post.

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Fixed
ComponentUE - Gameplay
Affects Versions4.14
Target Fix4.15
Fix Commit3215326
Main Commit3227721
CreatedNov 28, 2016
ResolvedNov 30, 2016
UpdatedApr 27, 2018
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