The Gameplay Effect blueprint has a field called: Conditional Gameplay Effects that takes a gameplay effect and a required source tag. I can’t find any tutorials or documentation on how to use this.
My assumption was that a gameplay effect can chain another if the required source tag is assigned, but I can’t make it do anything.
Is the source tag supposed to be on the character trying to activate the gameplay effect? In the Character Blueprint I tried calling the “Add Gameplay Tag” node with the tag that would trigger the conditional gameplay effect to no avail. For the Tag Container I used the “Get Owned Gameplay Tags” node. I tried calling those nodes from “Begin Play” and from the constructor to no avail.
For triggering the Gameplay Effect I’m calling ApplyGameplayEffectToSelf in C++ because I can’t seem to make it work in Blueprints. I don’t see how to make a proper Effect Context in Blueprints. All the options don’t allow for setting any values. Is there a way to set it up in Blueprints?
When I do get the Gameplay Effect to trigger (through c++), the conditional gameplay effect is never firing. How do I fix this (preferably in Blueprints)?
EDIT: I tried hooking it all together to a key. Setting the tag and immediately calling the Gameplay Effect with the conditional gameplay effect set, but the conditional one doesn’t trigger:
EDIT 2: Looking at the source code, it looks like the conditional gameplay effects are not even hooked up. The function that activates them MarkConditionalGameplayEffectsToTrigger() is not called anywhere.