Comments (1)
I don't really know a good way to test this one by myself without another person. The joys of multiplayer development.
This code isn't meant to be a production-ready example -- just one way to do an interaction system purely using abilities for the sake of doing it only with abilities.
I'll leave this bug report open but I have no intention of fixing it. Thanks for reporting!
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Related Issues (20)
- Server crash if client dies and quits before respawn
- Dedicated server sometimes crashes with a message dialog: "Pure virtual function being called while application was running (GIsRunning == 1)." HOT 3
- meta data update in 4.26 to hide from modifiers
- OnRep_PlayerState CreateHUD can fail if Player state has replicated on GSHeroCharacter.cpp before the player controller HOT 2
- GC_Sprinting on Listen Server plays sound in wrong place. HOT 2
- A question about attribute changes HOT 2
- There's no overridden FGameplayEffectContext HOT 2
- Integration with EnhancedInputComponent HOT 1
- When possessing a new pawn crash from WaitInteractableTarget::PerformTrace() HOT 1
- AGSGATA_Trace::SetDestroyOnConfirmation bad pass argument HOT 1
- UE5 - Reload anims only play on simulated proxies the first time HOT 2
- UE5 - Floating status bars don't update HOT 4
- Overriding CheckCost() can lead to crashes if GetCurrentSourceObject is called during the cost check and debug is displayed. HOT 1
- Crash with the EffectContext, TargetData and AddTargetData in the Shotgun Instant GA HOT 3
- The next weapon in the inventory (Spawn Default Inventory) is visible from the client
- [ UE5.1 ] GSAT_WaitTargetDataUsingActor - condition failed HOT 2
- Batching Suggestion HOT 1
- Why We Captured the Damage Attribute From Source? HOT 1
- !UGSAT_ServerWaitForClientTargetData::Activate() causing an editor crash
- Long persisting issue with GSAT_PlayMontageForMeshAndWaitForEvent HOT 1
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