Closed reisandbeans closed 3 days ago
I ended up having some replication issues with AddReplicatedLooseGameplayTags
. Not sure why it didn't work quite as I expected, so I opted by using GameplayEffects that seem to have a more robust replication system. Also, having it wrapped in an effect made it more flexible in case in the future I also want to add other modifiers associated with the same effect (and not only adding the tag)
Currently I've been using two different ways to add tags to an actor that uses the AbilitySystemComponent:
UTargetTagsGameplayEffectComponent
that adds the tag I want, and if necessary to remove the tag, I callAbilitySystemComponent->RemoveActiveGameplayEffectBySourceEffect
to remove the tagAbilitySystemComponent->AddReplicatedLooseGameplayTags(...)
: I manually tell the ability system to add the tags I want, and if necessary to remove them, I callAbilitySystemComponent->RemoveReplicatedLooseGameplayTag
Is there a recommended way? Are there any advantages of using one option over the other?