Comments (4)
any plan update to ue5?
from gasshooter.
The ue5 branch exists but it has these two bugs preventing me from merging it into master. I don't have time at the moment to look into them. Hopefully I'll get to them in the near future but no ETA.
from gasshooter.
I tried to fix this but apparently AGSHeroCharacter::InitializeFloatingStatusBar() is being called for both, the serverr and the client but for some reason the part where the Character is assiged to the variable "OwningCharacter" is not assigning it and the floating bar can't access to the PlayerState to keep the flow, any plans on fixing this?
from gasshooter.
I tried to fix this but apparently AGSHeroCharacter::InitializeFloatingStatusBar() is being called for both, the serverr and the client but for some reason the part where the Character is assiged to the variable "OwningCharacter" is not assigning it and the floating bar can't access to the PlayerState to keep the flow, any plans on fixing this?
I don't have the bandwidth in the immediate future, but hopefully some day.
from gasshooter.
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
- 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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