Can you have multiple Gameplay Cue Notifications for a Gameplay Cue Tag ?

The Gameplay Ability System doesn’t seem to support multiple listeners for events (cues).

If you have two GCNBurstLatents, both configured with the same Gameplay Cue Tag, then only one of them will actually execute.

But when you set the Gameplay Cue Tag to nothing in one of the GCNBurstLatents, then the other GCNBurstLatent suddenly starts executing as expected.

This happens even when the IsOverride flag is set to false in both GCNBurstLatents.

The following message in the logs would seem to confirm that only one listener is allowed for a particular Gameplay Cue Tag, and the other one will be ‘skipped’.

Is this the expected behavior ?

LogAbilitySystem: Warning: AddGameplayCueData_Internal called for [GameplayCue.Character.DamageTaken,/Game/GameplayCueNotifies/GCNL_Character_DamageTaken.GCNL_Character_DamageTaken_C] when it already existed [GameplayCue.Character.DamageTaken,/MyGameFeature/_DamageNotify._DamageNotify_C]. Skipping.

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I’m at UE5.6, can confirm this issue still happens in the latest engine version.

I would also like to add:

If I already have a GCN_A with tag X, and add another GCN_B with tag X, the engine will not recognize GCN_B until I restart UE5 editor.