Comments (2)
An attribute change can be mispredicted if you locally predict the change. GASShooter intentionally does not locally predict changes to health or the knockdown tag. Those are designed to only be applied from the server.
These GitHub Issues are only for bugs with the project's code. Please go to the Unreal Engine forums, AnswerHub, or Unreal Slackers Discord Server for help with your own projects.
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An attribute change can be mispredicted if you locally predict the change. GASShooter intentionally does not locally predict changes to health or the knockdown tag. Those are designed to only be applied from the server.
Oh, got it, you use GameplayEffectExecutionCalculations
to avoid prediction. Thank you!
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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
- 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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