I’m running into an issue with trying to replicate a gameplay tag in a GA so that it triggers a state in my ABP.
if (GetAvatarActorFromActorInfo()->HasAuthority()) {
LocalASC->AddLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
LocalASC->AddReplicatedLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
}
This was the only work around I could get working, which seems completely wrong. Initially, the replicated
version has the animation working between clients, but the server sees none of the animations. Then when I add the non-replicated version, I see the animations for all clients and servers. I have the tags mapping to bools in this variable FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap;
that lives in the anim instance class. Any ideas why it acts this way and how I’d go about fixing it?