4.15 C++ Transition Guide

A few Gameplay Abilities related things that I found:

Since this has been moved to a component, make sure to add GameplayAbilities to your plugin list in the .uproject file, otherwise you’ll get a dll error (if porting a project that was already using abilities).

Also if you are using static gameplay cue notifies, there is an issue if they have a “PlaySoundAtLocation” node in the blueprint. Something to do with how things are loaded, causes an engine level freeze.
The workaround I found here is to add


	UGameplayCueManager* CueManager = UAbilitySystemGlobals::Get().GetGameplayCueManager();
	CueManager->InitializeEditorObjectLibrary();


to your StartupModule code, to force an init on the cues. Then you can open static gameplay cue notifies without hanging.