Gameplay cue marked as remove on simulated proxy

Hi,

We use gameplay cue notify actor, but when it replicated on simulated proxy there is a check in UAbilitySystemComponent::InvokeGameplayCueEvent ensuring that the number of stack for the effect is superior to 0 that mark the gameplay cue event as to be removed.

If the replication setting of the ASC are set to Mixed, we don’t replicate active GE to simulated proxy. Is there a way to circumvent that check?

Steps to Reproduce
Hi,

We use gameplay cue notify actor, but when it replicated on simulated proxy there is a check in UAbilitySystemComponent::InvokeGameplayCueEvent ensuring that the number of stack for the effect is superior to 0 that mark the gameplay cue event as to be removed.

If the replication setting of the ASC are set to Mixed, we don’t replicate active GE to simulated proxy. Is there a way to circumvent that check?

Hey Mathieu, are you talking about a GameplayCueNotify (GCN) actor that is replicated from server to client? Or a GameplayCue being dispatched from the server and that should be handled by a GCN actor that only exists client-side?

GCN actors are intended to exist on clients only, so if you have a replicated GCN actor that’s already unintended use of the GCN system.

We have a GNC actor, they are only on client. But when the underlying GE got re executed on it’s period there is a check in the UAbilitySystemComponent::InvokeGameplayCueEvent checking the GE count. On client that count is 0 if the ASC is not replicated in full mode, thus marking ultimately the GC event as to be removed.

Hey again, apologies for taking a while to get back to you. We’re currently still catching up on workload from during Epic’s office closure.

I reproed the issue you reported with Periodic GEs and Mixed replication mode. I recommend to instead of letting the GCN actor auto-remove itself, to base it’s lifetime on a GrantedTag of the GameplayEffect.

Lets say that your Periodic GE is a burn effect that gives Character.State.Burning as a GrantedTag (Component: Grant Tags to Target Actor). Our GCN actor can trigger from the GE’s GameplayCueTags as normal. However, replace the Auto Destroy on Move on the GCN with manually listening for the granted tag to be removed. That can look like this:

[Image Removed]

This is a bit more work, but since tags granted to the character are replicated over to sim proxies even if the ASC’s replication mode is Mixed this should work reliably. Please let me know if this helps.