Replicated Montages played via GAS are not blended out using the BlendOut time set in the Montage, and are instead blended out using the BlendIn time ...
A recent change to UAbilityTask_NetworkSyncPoint generates a second Prediction Key before broadcasting the OnSync delegate which may be preventing the server from removing the locally predicted GE ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
User reported game thread and async loading thread accessing a UGameplayEffect property at the same time:Game thread having loaded a GameplayEffectA and in its PostLoad() updating the property Inher ...
The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...
We're on 4.25.4. We recently turned on mixed mode replication for GAS, which seems to work fine and reduce bandwidth as expected. However one of our unit tests started failing with this error messag ...
If you have a Gameplay Effect that uses an Attribute Modifiers, and this modifier has Target Tags specified, the modifier is applied unexpectedly:Adding a Required tag on the Target, the modifier do ...