Is there places where normal code is not usable with GAS?

Hi all , so i have not worked much with GAS and in this case i have a turret that has some code to destroy it when its health reaches zero. So i was able to apply a gameplay effect to diminish health to the turret , and it does , but when the healthbar empties out , it does not seem to fire the code after it to destroy the turret , it just keeps doing damage .I noticed also that when player is set up with GAS , one cannot seem to use any standard apply damage nodes either. Like GAS is in a way is separate from some of the standard code. First pic is added code to apply gameplay effect to damage turret , second pic is code after it that dont seem to apply. thanks for any help


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My guess is that BaseHealth is not the GameplayAttribute that is modified by applying GE_WeaponDamage but there is no way to be sure as I don’t see neither how the GameplyEffect is setup nor how the BaseHealth value is derived.

For good and comprehensive documentation on GAS visit GitHub - tranek/GASDocumentation: My understanding of Unreal Engine 5's GameplayAbilitySystem plugin with a simple multiplayer sample project.

It may not be setup entirely correctly, as far as I’m aware you have to setup effects for each attribute to be modified. Wich requires the "make outgoing spec’ and “assign tag set my caller magnitude” to then apply gameplay effect spec to target or self. A process of wich requires setup in c++ with rep_notify tags.