Description

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82386 in the post.

2
Login to Vote

Won't Fix
ComponentUE - Gameplay
Affects Versions4.224.234.244.25
CreatedOct 24, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021
Pull Requests
6450 - bohdon
View Jira Issue