Gameplay Abilities -> Active Gameplay Effect -> Period

float UX_FunctionLibrary::X_AGE_GetPeriodTimeLeft(UAbilitySystemComponent * W_AbilitySystemComponentReference, const FActiveGameplayEffectHandle W_EffectHandle)
{
FTimerHandle Y_PeriodicTimeHandle = W_AbilitySystemComponentReference->GetActiveGameplayEffect(W_EffectHandle)->PeriodHandle;

	const UGameplayEffect * ActiveEffect = W_AbilitySystemComponentReference->GetGameplayEffectDefForHandle(W_EffectHandle);

	UE_LOG(LogTemp, Warning, TEXT("Effect name = %s"), *(ActiveEffect->GetName()) );
	
	if (Y_PeriodicTimeHandle.IsValid())
	{
		return 1.0f;
	}
	else 
	{
		UE_LOG(LogTemp, Warning, TEXT("Priod Handle Invalid"));
		return 0.0f;
	}
}

LOG:

[2019.07.31-07.43.22:235][863]LogTemp: Warning: Effect name = Default__GE_PassivEnergyRegen_Effect_C
[2019.07.31-07.43.22:235][863]LogTemp: Warning: Priod Handle Invalid
[2019.07.31-07.43.23:235][925]LogTemp: Warning: Effect name = Default__GE_PassivEnergyRegen_Effect_C
[2019.07.31-07.43.23:235][925]LogTemp: Warning: Priod Handle Invalid
[2019.07.31-07.43.24:237][987]LogTemp: Warning: Effect name = Default__GE_PassivEnergyRegen_Effect_C
[2019.07.31-07.43.24:237][987]LogTemp: Warning: Priod Handle Invalid
[2019.07.31-07.43.25:235][ 49]LogTemp: Warning: Effect name = Default__GE_PassivEnergyRegen_Effect_C
[2019.07.31-07.43.25:235][ 49]LogTemp: Warning: Priod Handle Invalid

BTW effect executed on server like this:

283716-effectexec.png

Maybe because there is no prediction period do not synchronize with client part ??
I’m trying get period on client part with GameplayCue