We’re using the Gameplay Ability System for a project, and have a tag event set up like this:
AbilitySystem->RegisterGameplayTagEvent(WatchedTag, EGameplayTagEventType::AnyCountChange).AddUObject(this, &ABPCharacterGAS::OnWatchedTagChange);
It’s working perfectly for the tag being added/removed, and is called on both the server and client. But when another instance of the tag is applied the event is only being called on the server (with the correct tag count) and not the client, even though the event type is set to AnyCountChange.
Is there a setting somewhere that I’m missing?