Hi,
I have a function that gives abilities to character like this
void AMyProjectCharacter::AquireAbility(TSubclassOf<UGameplayAbility> Ability) {
if (AbilitySystemComp) {
if (HasAuthority() && Ability) {
AbilitySystemComp->GiveAbility(FGameplayAbilitySpec(Ability));
}
AbilitySystemComp->InitAbilityActorInfo(this, this);
}
}
And doing this in character
One of the ability is normal GameplayAbility and one is GameplayAbility_Montage
In ActivateAbility event, I’m just using print statement.
GameplayAbility prints with no problem but for GameplayAbility_Montage ActivateAbility event is never called.
I even created a dummy animation montage and assigned it. Montage is playing but the ActivateAbility is never called.
If this is expected then where would I wait for tasks like gameplay events?
Thanks,
