Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
Copying Gameplay Tag Queries (FGameplayTagQuery) in the editor uses transient instanced object paths, so will no longer be valid when the data is unloaded, making it difficult to save or share queri ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
When modifying the name of a gameplay attribute that is used with a modifier on a gameplay effect, attempting to remove/change the modifier causes an editor crash. This appears to be due to line 29 ...
In UE 5.5, when the user attempts to save the level blueprint of a world-partition map, the Editor crashes if the BP contains any node with an input pin of type "Gameplay Attribute Structure", as lo ...
Block tags are not working correctly in version 5.5.2, it was working in 5.5.1. This is caused by a change done in version 5.5.2. The exact CL is: CL 35930696 ...
When using the GameplayDebugger to show GAS debug info, and an AttributeSet has two replicated attributes with different replication conditions, a crash occurs in RegisterReplicatedLifetimeProperty( ...
Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...