I am using Project Lyra and I have an understanding of the basic networking behind the GAS system. I am actually porting some gameplay ability features from my UE4 project on top of lyra and I am having an issue with the multicasting built into the SendGameplayEventToActor node. I have an object in my scene that is spawned by the server and when it collides with an actor, i am attempting to send the event to the actor to trigger an ability. This worked in my UE 4 project but is now failing in UE5 Project Lyra. I am using the switch has authority and I am able to validate that the tag/ability configuration is correct because i can get the ability to trigger when I run the netmode of listen server and pass the server pawn in as the actor to send the message to. Every issue i look up related to this is usually someone running the node on the client without sending the event to the server but i can confirm that this is executing server side. Any help is appreciated.
Hi, I’ve recently ran into the same issue where trying to send a gameplay event doesn’t seem to trigger even while being called on the server. I read something regarding ownership, did you find a solution to this? I am also stuck so wanted to know
send gameplay event is for abilities activation sole purpose, for messaging use broadcast message subsystem for one actor to another actor,lyra used this for abilities to UI communication see GA_ADS.
Even broadcast messages won’t work for server-to-client messaging. The old inbuilt system “run on client” function is the only option.
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Got it! Seems to work now thank you for the information I love when people explain their answers.