Hey, hello @shadyfox
I think the issue is related to having the AbilitySystemComponent on the PlayerState and not properly setting up your avatar actor. It’s totally fine to have the AbilityComponent in the PlayerState, especially if your game frequently changes pawns — but your avatar actor should always be your active pawn.
Usually, we move the AbilityComponent to the PlayerState when the pawn changes often. If the pawn stays the same throughout the game, it’s perfectly fine to keep the AbilitySystemComponent on the pawn itself.
Make sure you’re using your pawn as the AvatarActor when initializing.
Here’s a GitHub repo with a lot of useful GAS information: