Hello everyone.
I’m trying to create something similar to Lyra’s damage-taken GamePlay cue, shown in the screenshot below from the gameplay effect in Lyra’s project
I want to add something similar to this not in the gameplay effect but in a custom damage execution and would only invoke the gameplay cue when armor points have dropped to 0. I’ve tried calling the gameplay cue using
“UAbilitySystemComponent::ExecuteGameplayCue” but when using this method the gameplay cue would only occur on the server and the gameplay effect target.
My objective is to execute this on the source of the gameplay effect so it would look similar to Lyra’s number pop and would be called the same as the Unreal engine would have called it if it was assigned in the gameplay effect class.
In custom executions in C++, you can use MarkGameplayCuesHandledManually() when armor is not 0, which should stop the cue from being executed through the gameplay effect system
If you don’t mark cues manual, then then gameplay effect will execute the gameplay cue as normal, so that might help in your case
But in general, using ExecuteGameplayCue should replicate the cues as expected, if run on the server
If it doesn’t, I would suggest going through the code with the debugger to see if execution goes through to GameplayCueManager.cpp:1471 and eventually AbilitySystemComponent.cpp:1405
I’ve already tried what you have mentioned. the gameplay cue execute but just not like I was expecting.
I’m trying to do something similar to number pop on Lyra project.
This is video on how this would occur normally, when you add the gameplay cue on the gameplay effect to be executed.
Here is a video where I would use “ExecuteGameplayCue” on the target ability system component as you can see in the video the numbers does not appear on the player who have applied the damage
I’m trying to trigger the same effect but manualy.
Am I making more sense now ?
Sorry for misleading or If I’m not clear with my question