When placing an instance of ALyraCharacterWithAbilities on the map on the boundary between world partition cells, it fails to take damage in PIE. The expected attribute sets (HealthSet and CombatSet ...
Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
It seems to be related to the removal tag requirements of the GE_Test1_2 gameplay effect, which does work but still gives the pending removes error. ...
We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists. That way we can get the ordering right. I suspect there are lots of ordering issues if we look ...
User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...
Several ability tasks used to apply root motion sources on Characters have ordering problems between on-completion style events and ::EndTask / OnDestroy. UAbilityTask_ApplyRootMotionMoveToForce is ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
Hello, I posted a bug submission some days ago on [Link Removed], however I received a mail asking me to repost it here instead. So here I go, even if it's not a question per say. Description: T ...