Swapped Sync/Async Load functions in GameplayCueManager?

Hi, I’ve discovered a worrying inconsistency in UGameplayCueManager. Namely, on lines 479 and 480, which look like this:

	RuntimeGameplayCueObjectLibrary.bShouldAsyncLoad = ShouldSyncLoadRuntimeObjectLibraries();
	RuntimeGameplayCueObjectLibrary.bShouldSyncLoad = ShouldAsyncLoadRuntimeObjectLibraries();

Those variables are being initialized with the return values from the wrong functions. Sync is paired with Async and vice versa. Given that the comment on ShouldSyncLoadRuntimeObjectLibraries() says “No real need to sync load it anymore”, this seem unintentional to me.

Can anybody corroborate what I’m seeing or reassure me that this is actually how it’s supposed to work?

Hello cmiller-coldiron,

Thank you for reporting this. This is a mixup but it has already been fixed in our latest internal build and the fix will be released in 4.16.

Have a nice day!