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apply gameplayeffect
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the gameplayeffect settings
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the gameplaycue
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the screen print
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the debug shows that gameplay tag of Cue is 2.
I’ve recently run into this issue with a GameplayCue as well, in UE 5.1.1. Hopefully someone out there has found a solution. My first thought was to try throwing a Do Once node in, but that had no effect.
it’s a long time, so I don’t remember more.
but, it seems this is happened when u make a buff ability.
most time overriding the pure function which calls onExecute is fine.
when you try to use handleGameplayCue, then should care about the Executed Event, seems this will trigger twice, that will make some effect what u don’t need.
my solution is to create a boolean for control in Executed event or don’t use Executed event.
I’ve just been using OnActive inside the Gameplay Cue, and it’s been triggering twice no matter which function I use. OnActive, OnExecute, HandleGameplayCue…makes no difference.
I created this post to try and bring the issue to more people’s attention.
And could you elaborate further on the solution you found? Nothing that I’ve tried seems to work.
yeah, maybe someday i will check it out.
i only remember, I do nothing for it. i mean not change the source code of GAS.
but, seems I make a variable, when triggering event, make it true, and nexttime will check the boolean variable, if it is true then ignore it…
i think it is common sense.