in AbilitySystemComponent_Abilities.cpp, line:844  CancelAllAbilities() does not appear to be working as expected.  There is a check before cancelling all abilities.  However, this check uses the Class Default Object  "Spec.Ability", instead of using  (Spec->IsActive())


Steps to Reproduce
  1. Download Action Rpg Template for 4.23. 
  2. Create a Gameplay Ability with an instancing policy of “Instanced Per Actor”.
  3. Within this Gameplay Ability Blueprint create a Task Wait Node with a 5 second delay.
  4. Off of the Task Wait Node, drag a print String.
  5. Create a binding to a function that calls CancelAllAbilities() on the AbilitySystem of the Character.
  6. Press PIE and activate the ability.

Result: The print string happens after 5 seconds.

Expected: No print string should appear at all as the ability should have been canceled.

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Won't Fix
ComponentUE - Gameplay
Affects Versions4.
CreatedOct 24, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021
Pull Requests
6450 - bohdon
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