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In UE5 AbilitySystemComponent->AddReplicatedLooseGameplayTag()

Open markuslement opened this issue 2 years ago • 3 comments

In UE5 Added method - AbilitySystemComponent->AddReplicatedLooseGameplayTag(). As I understand it, this is how we can send replicated tags. But it doesn't work and I can't figure out why. Have you used anything like this by any chance?

markuslement avatar Sep 12 '22 18:09 markuslement

I have not used that yet. I prefer using GameplayEffects applied on the server since that can encapsulate more meta information about where the tag came from.

tranek avatar Sep 12 '22 21:09 tranek

@markuslement I had issues with that function and spent some time debugging it. If I got it correctly, it doesn't set the tag on the server side, it just sets it on a separate data structure that is used for replication. I'd recommend using UAbilitySystemBlueprintLibrary::AddLooseGameplayTags instead, since it takes care of setting it in both the server, and replicating it

reisandbeans avatar Feb 01 '24 17:02 reisandbeans

Confirmed the same issue before. ReplicatedLooseGameplayTag also has problems with tag counts. Just stick on MinimalReplicationTags

krovma avatar Feb 02 '24 02:02 krovma