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