What happens seem to be related to the order in which the client receives the message for the cue.
LogTemp: Warning: GameplayCueNotify_Actor::OnExecute_Implementation
LogTemp: Warning: GameplayCueNotify_Actor::GameplayCuePendingRemove
LogTemp: Warning: GameplayCueNotify_Actor::GameplayCueFinishedCallback
LogTemp: Warning: GameplayCueNotify_Actor::Recycle
LogTemp: Warning: GameplayCueNotify_Actor::SetOwner : null
LogTemp: Warning: GameplayCueNotify_Actor::SetOwner : not null
LogTemp: Warning: GameplayCueNotify_Actor::ReuseAfterRecycle
LogTemp: Warning: GameplayCueNotify_Actor::OnExecute_Implementation
The cue is recycled allright and hidden when we receive UGameplayCueManager::NotifyGameplayCueActorFinished() , but then another “execute” message comes in and calls UGameplayCueManager::GetInstancedCueActor that reactivate the object. (which then never gets destroyed)
Still not sure how to handle that.
In a perfect scenario I woulnd want the server to tell the client to execute a cue, that seem like a waste of bandwidth. But even with Minimal networking it seems that the cues are always sent.
Any tips ?