In a GameplayAbility object you can set ‘Trigger Tags’ that activate the ability when the selected GameplayEvent fires on it’s owning actor - but is there any way to retrieve the event’s payload at activation time? The ability seems to still be activated through the standard ActivateAbility path, rather than ActivateAbilityFromEvent, meaning no payload. Is there more setup required to get ‘Event Activate Ability From Event’ to fire - other than just setting a Trigger Tag?
Right now I’m firing a trigger event just to start my ability, setting a WaitGameplayEvent task, then sending an extra event with the payload - which is obviously a hack/workaround. I’d like to just send one event with a payload, and have the ability activate and process it.