Is there an issue in 5.6 with authority activated client abilities?
I am trying to debug an ability that is granted on the server but leading to a dead end when calling ASC->TryActivateAbility(AbilitySpecHandle);
It seems to be around UAbilitySystemComponent::ClientTryActivateAbility_Implementation
I have tried to trace through UAbilitySystemComponent::OnRep_ActivateAbilities
It seems to me that joining a dedicated server ends up with no abilities being granted or activated on the client
I am not sure what I am missing
Any input would be appreciated
It’s looking like this might be due to ASC changes in 5.6 specifically
My setup is such that abilities are attempted to be granted from Pawn::PossessedBy
and Pawn::OnRep_PlayerState
When both Pawn and PlayerState are ready, the player state is told to initialize abilities
The PlayerState starts by doing
AbilitySystemComponent->InitAbilityActorInfo(this, Pawn);
On the server side it is able to grant the ability and tries to activate it on the client with
ASC->TryActivateAbility(AbilitySpecHandle);
On the client the flow picks up at UAbilitySystemComponent::OnRep_ActivateAbilities
and passes through UAbilitySystemComponent::ClientTryActivateAbility_Implementation
This leads through to UAbilitySystemComponent::InternalTryActivateAbility
which reports that the AvatarActor is not valid
Is anyone besides Epic familiar with what has been changed and could be causing this to act differently from previous versions? Particularly the Server to Client flow from OnRep_ActivateAbilities