#ExecuteGameplayCueOnActor(Burst) not replicating to clients
1 messages · Page 1 of 1 (latest)
all good, I feel clueless so I can see why you guessed that haha
#gameplay-ability-system message
Did you check if it at least enters this function?
that's why I assumed I needed a source build of engine because it wasn't breakpointing at all in that function yet it does happen as I can see the gameplay cue on the server
Thought I was just getting punked by rider
I'm also a bit confused now 😅 And if you breakpoint in the BP, it hits the breakpoint I assume
Since it's firing on the server
yeah
now I'm glad I'm not just going crazy haha
Also, just to be sure, if you set a breakpoint on the BeginPlay of a base class like AActor, it breaks, right?
So you know you're debugging correctly and it's that method that is not being fired
I'll double check but I was just breakpointing the UAbilitySystemGlobals and that was hitting so honestly im lost
yeah it's breakpointing in beginplay on AActor
honestly this may be a deeper issue than just this gameplay cue. Im noticing now our replicated CombatSet is not actually replicating to the client... I appreciate the help but I'm probably going to have to dig into this project's multiplayer setup
Yeah, I'd say that's a good starting point. Also, if that's not breakpointing in C++ might also be that we're debugging the wrong C++ function, but that would be weird since that's the only implementation of that function I found in the code
yeah I'm almost certain it's the correct one because on the node in bp it also says its from UGameplayCueFunctionLibrary***
Yeah, at this point seems difficult to give more pointers. Let me know if you find anything then
will do 🫡 thank you anyways
Figured it out, the prediction key needed invalidating on the client and that solved as it lost track of actions but this was a symptom not the reason it was happening. Had to dive into why it was happening and turned out we were doing some assumptions and weird logic with the new TargetingSubsystem and how we were implementing that into our GA's. Hard to explain but there was very weird logic happening there, I can see why this issue wasn't expected behaviour haha