GASShooter
GASShooter copied to clipboard
Advanced FPS/TPS Sample Project for Unreal Engine 4's GameplayAbilitySystem plugin
Getting an error condition soon as I start the game: ```c Ensure condition failed: !IsValid(this) [File:G:\GitHub\GASShooter\Source\GASShooter\Private\Characters\Abilities\AbilityTasks\GSAT_WaitTargetDataUsingActor.cpp] [Line: 208] ```
 If the default inventory has more than 1 weapon, when you start the game the game the next weapon in the inventory will be visible until you change weapons,...
Subsequent reloads don't play the anims on simulated proxies. Changes to how anims are replicated broke this.
When I try to run the HandleTargetData custom event in the Shotgun Instant GA everything runs just fine until I get to the AddTargetData, if I use a print before...
AGSHeroCharacter::InitializeFloatingStatusBar() doesn't seem to be getting called?
When debug information for an ability is displayed (third category when showing AbilitySystem debug), CanActivateAbility is called, which then calls CheckCost. This means that CheckCost gets called on the CDO,...
Apparently FHitResult no longer has an actor field and requires the use of new method GetActor(). Tested working on 5.0 EA and 5.0.
Only noticed this when I was testing my code on dedicated server that I had set up with player state with the GAS components on it as the example, but...
Haven't been able to consistently reproduce it, though the logs would suggest it seems to happen when a player dies while being revived. [2021.02.09-05.56.53:153][361]Message dialog closed, result: Ok, title: Message,...
If you kill a character that is able to be revived, the revive prompt doesn't go away. I think I've fixed it in GSAT_WaitInteractableTarget.cpp in the block of code starting...