Pause/unpause GameplayEffect has hiccups

Ok… seems not to work

I now added a list of attributes and the Owned GameplayTags to my HUD… so I can track the list constantly.

And here is my current setup of the simple Dodgeroll Ability…

First… the Input call from the PC:


(I know autobind of inputs exist… but this one works… so… I will stay with that for now…)

Leads into ActivateInput:

Leads into the HandleDodge of the Pawn:

Now, we stay in the Pawn and Play the Dodge:

First, we play the Montage and then Grant the Blocking Tag to stop the Stamina regeneration. Here, the Montage:

This Starts the Montage and OnCompleted sends the finishing Event to the Dodge Ability, removes the Stamina Regeneration Block and resets the DoOnce of the Dodge in the PC.

Now… this is the BlockStaminaReg Event:

Since i wasn´t sure how to remove a Tag, I used both… the one from the ASC and the RemoveLoose… but… both fail… the Block Tag stays remaining.

Just for clearance… this is the GameplayTag Graph of the GameplayEffect StaminaRegeneration:

No matter what happens… the “regenerate.Stamina.Block” Tag stays on the list (and yes, the list gets cleared every time I update it… and it gets updated after every call of the BlockStaminaReg Event).