Gameplay Cues added directly from a Gameplay Effect call "OnActive" twice

I am trying to figure out Gameplay Cues and encountering a confusing issue.

I have a brand new Gameplay Cue Notify with these prints:

If my gameplay cue is added to the player via gameplay effect, like so:


Then I get TWO “OnActive” printouts for every one “Removed” printout.
image

If my gameplay cue is added manually via gameplay ability blueprint:

Then I only get one call to OnActive, as expected:
image

Is there any way to explain this?

I believe it is because when you are calling “Add GameplayCue To Owner” it is being called locally. If you let a GE handle this (depending on your replication settings) it will be multicasted and called twice on the listen server as a result.