Hello
I am getting exception when i make the call below
FGameplayAbilityInputBinds lc_abilityBinbds = FGameplayAbilityInputBinds(
FString("ConfirmTarget"),
FString("CancelTarget"),
FString("E_AbilityInputID"),
static_cast<int32>(EAbilityInputID::ConfirmTarget),
static_cast<int32>(EAbilityInputID::CancelTarget)
);
mvo_pGasComp->BindAbilityActivationToInputComponent(PlayerInputComponent,lc_abilityBinbds);
On stepping through the code i notice that lc_abilityBinbds is null by the time BindAbilityActivationToInputComponent is executing.
I check lc_abilityBinbds immediately after its created above and its never null , but what arrives
as parameter in BindAbilityActivationToInputComponent is null .
To be clear the strange thing happening is that the initialised lc_abilityBinbds parameter , which i check in debug mode is perefectly created, is null by the time i step inside
BindAbilityActivationToInputComponent .
When you step through the code its calls the function below a couple of times before arriving at
BindAbilityActivationToInputComponent and by the time it gets there, lc_abilityBinbds is null/empty/uninitialized
template <typename RangeType, typename ProjectionType>
static FString JoinBy(const RangeType& Range, const TCHAR* Separator, ProjectionType Proj)
I am following the GasShooter example tutorial, and same thing works just fine in that project, no exception.
GAS-Shooter Example
I am using ue4 version 4.26.2
Cheers
Cheers