I’ve been trying to utilise the Gameplay Ability system in 4.13, and even without support in prior questions here I’ve managed to get a solid system working from it with multiple Abilities. I cannot however get past this problem no matter what method I try.
On a server authorative, 1 player setup, I cannot utilise Source Attributes when firing a GameplayEffect from a GameplayAbility. If I utilise Target attributes, it all works well. However using Source attributes comes up blank. I’ve tried using the Ability ApplytoTarget, the Ability Make Outgoing Handle and ApplySpecToTarget, the Ability System Component ApplyToTarget, none of it works. I searched the forums and found something about the GameplayCueManager, but I’ve already set it up and it loads correctly in the logs.
Neither of these methods works:
Here’s how I’m declaring my Attributes (they are loading correctly, the Player attributes are used for HP correctly and the Spell attributes values do print to the log correctly)
UCLASS(Blueprintable)
class MAGEDUEL_API UPlayerAttributes : public UAttributeSet
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Attribute")
FGameplayAttributeData baseHealth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Attribute")
FGameplayAttributeData health;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Attribute")
FGameplayAttributeData maxSpellpower;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Attribute")
FGameplayAttributeData spellpower;
};
UCLASS(Blueprintable)
class MAGEDUEL_API USpellAttributes : public UAttributeSet
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Attribute")
FGameplayAttributeData currentSpellpower;
};
The gameplay effect is super simple:
Any help from a developer/user familiar with the GameplayAbilities module would be incredibly helpful. I’ve been trying to solve this and have wasted hours upon hours just trying to get the Source Attributes from a GameplayEffect.

