I usually use version UE5.2, but recently changed to UE5.3 and am now using GameplayAbilitySystem.
While creating and working on a new project, I assigned the AttributeSet created in PlayerState to PlayerCharacter and discovered a problem in the process of creating and using it as a Blueprint descendant, where the AttributeSet was not created properly. I thought this was related to item 9.4 of GASDocumentation written earlier, but it was a slightly different problem.
While I was unable to solve the problem, I thought that TObjectPtr was not generating data properly and crashed during the creation of blueprint descendants, so I changed it to Raw Pointer ( * ).
The problem has since been resolved. I'm not sure if there was a change in TObjectPtr in UE5.3, but it certainly seems to be crashing. If anyone is experiencing this problem, try modifying the source as follows.
Before :
UPROPERTY(VisibleAnywhere)
TObjectPtr<UPBAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY()
TObjectPtr<UAttributeSet> AttributeSet;
After :
UPROPERTY(VisibleAnywhere)
UPBAbilitySystemComponent* AbilitySystemComponent;
UPROPERTY()
UAttributeSet* AttributeSet;
I usually use version UE5.2, but recently changed to UE5.3 and am now using GameplayAbilitySystem.
While creating and working on a new project, I assigned the AttributeSet created in PlayerState to PlayerCharacter and discovered a problem in the process of creating and using it as a Blueprint descendant, where the AttributeSet was not created properly. I thought this was related to item 9.4 of GASDocumentation written earlier, but it was a slightly different problem.
While I was unable to solve the problem, I thought that
TObjectPtr
was not generating data properly and crashed during the creation of blueprint descendants, so I changed it toRaw Pointer ( * )
.The problem has since been resolved. I'm not sure if there was a change in
TObjectPtr
in UE5.3, but it certainly seems to be crashing. If anyone is experiencing this problem, try modifying the source as follows.