Currently setting up my first GAS multiplayer project and working on my character controller and weapons system. I have a game play ability that calls “Event ActivateAbilityFromEvent” that Waits for Target data then performs a line trace from the Actor that called the event tag. The logic seems to work 40 to 50 percent of the time and doesn’t seem to follow a pattern. There’s no other input that could be consuming my left click so I’m a bit confused. The logic and same problem are replicating client side as well.
Wondering if anyone has run into a similar issue and found a solution?
It would be great if you can share your blueprint here, so I can check it and help you to solve this problem. There may be different types of issues depending on where you’re sending the event from!
So, again, if you could share your setup here, I could try to give you a specific solution!
I attached the blueprints as i have them in my game play ability below. The ability is getting called when I left click by “Send Gameplay Event to Actor” in my character BP.
You don’t need/want that WaitGameplayEvent there. You should have this GA set up a trigger on GameplayEvent and set that tag under Triggers in the detail panel for the GA. Also, make sure you close all paths with EndAbility, otherwise the GA will continue to run in the background indefinitely.
Another thing to consider is the LineTraceByChannel should be called on WaitTargetData’s ValidData pin, not the Exec pin as you have it, otherwise your data isn’t guaranteed to be there. The Exec pin fires immediately, the ValidData will fire when TargetData is triggered.
You probably want nothing on Exec, LineTraceByChannel on ValidData and EndAbility on Cancelled pins.