GameplayAbilities and you

Half of those examples are severely, extremely outdated and/or partially incomplete/too simple, though, so I figured perhaps the system changed until then. It wouldn’t be the only thing that changed, frankly.

I assume this would allow you to activate GameplayCues without going throguh either a GameplayEffect or a GameplayAbility? Because those cues work without this interface(as long as the Ability System interface is implemented, anyway). It probably will not hurt to inherit the interface either way, but what exactly does it do?

No it isn’t, I just checked. However, you need to be logged into your github account, which should be linked to your Epic account to be eligible to access the UE4 source code. That is because the Gameplay Abilities Sample project comes with a version of the engine in one package, and as such it is private to anyone not within the Epic games group on github. It’s a bit roundabout, but at least you have an engine version guaranteed to work with the project. I guess.

This example project is from, one of the authors of the Gameplay Ability module, and while it is not yet complete and too simple itself(he said he works on it in his free time, so it isn’t an official example project per say. Well, not yet anyway. Maybe one day?), it is much more in-depth and up-to-date than the tests within the source overall, so it made sense to consider this project a better source than the source tests.

Anyhooow, so I set up replication on these attributes, with the little extra mentioned in the thread fpwong mentioned(creating an extra repnotify-function for each attribute is a huge pain in the posterior, by the way. I’d think just defining a macro somewhere specfically for the job would cut that work done tremendously fi you have a lot of attributes like me. Having to write a whole new function for every attribute sucks). Modifiers on timed/infinite GameplayEffects now seem to work perfectly as they should, but instant GameplayEffect modifiers still do not seem to do as they should when the ability giving out the GameplayEffect is set to execute locally for prediction, refusing to properly update every odd time(curiously, client and server resync every even attribute change. I don’t know). No prediction prompts the attribute change to occur correctly. This might not be related to attributes at all though, and it’s just a normal replication error that happens because I’m being retarded about it shrug.

Even more curiously, without the RepNotify function my attributes just wouldn’t update on my client at all.

This is really bizarre. I have the feeling we have set up the system differently. What are your results adding the RepNotify-function? Am I the fool with the wrong settings?