Comments (3)
I managed to focus the issue to the AddTargetData, for some reason after the EffectContext is assigned using the static_cast and the EffectContext->AddTargetData(TargetData) is called the engine crashes and the AddTargetData is not even called (I tried by using an UE_LOG but nothing happens. I already checked if the EffectContext was valid and if the TargetData has the information and I was able to obtain the actors and hitResults so they are both valid but the AddTargetData is not working, any idea why?
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Does the EffectContext have "correct" type for static_cast,
it's not null dost not mean valid, static_cast only checks at compile-time.
Or the AddTargetData is overridden by derived class causing the crash?
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Yeah the static_cast for the EffectContext is the same as in the GSShooter,
FGASGameplayEffectContext* EffectContext = static_cast<FGASGameplayEffectContext*>(EffectContextHandle.Get());
FGASGameplayEffectContext being the same as FGSGameplayEffectContext and the EffectContextHandle is the type FGameplayEffectContextHandle.
The AddTargetData function is in the structure FGASGameplayEffectContext but the engine crashes before it can fully call it by EffectContext->AddTargetData(TargetData)
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