GameplayAbilities and you

Good idea with the global actor to use to trigger abilities. I do have another question. How do you remove an effect but keep the attribute change that it applied? My issue is that i have a poison gameplay effect that will only apply the modifier when i add Round.End to the actor using the OngoingTagRequirements in the gameplay effect. If the duration is set to instant then it doesn’t apply so i have to set the duration to infinite. Everything works until i remove the gameplay effect. It reverts the attribute change adding the health back to the player. Any ideas?

Also can you connect an actor’s tag container to the ability system component’s tag container (my actor derives off IGameplayTagAssetInterface)? It looks like the ability system has its own tag container so there is no point of having a tag container in the actor since adding tags to that container doesn’t get added to the ability system’s one. So should i even have a tag container in the actor or just work off the ability system component’s one?