Hi all,
I’ve recently been integrating the Gameplay Abilities System into my listen server multiplayer game and it’s been going well until now.
I’m working on a buff bar UMG component to show all current gameplay effects on the target. I bound a function to the ability system’s delegate for when an effect gets applied to self (which it seems every effect application method goes through eventually, as far as I can tell)…
OnGameplayEffectAppliedDelegateToSelf.AddUFunction(this, FName(“OnEffectAppliedToSelf”));
But when a new effect is applied and the delegate is broadcast, the FActiveGameplayEffectHandle it provides can’t be found using GetAllActiveGameplayEffectHandles().
Also, I’m manually adding passive abilities to the character in BeginPlay, which can be found using a query but not by handle. It seems the handle provided does not match the handle being stored.
Any help would be greatly appreciated.
Cheers,
Steve