Closed KeyMaster- closed 3 years ago
Good catch. That ability is almost an exact copy and paste from UGameplayAbility_CharacterJump
which comes with the plugin. However, Epic just returned there instead of calling EndAbility()
. I assumed the return would never actually end the ability so I added the EndAbility()
call.
An ability's
CurrentSpecHandle
,CurrentActorInfo
andCurrentActivationInfo
are not set when the abiilty is non-instanced. Passing them toEndAbility
will make the call silently fail (becauseIsEndAbilityValid
fails to get a pointer to the ASC from theActorInfo
), so the ability never ends. The callsite in the jump ability was likely never called so it didn't cause any issues, but it's better to be consistent in case someone uses it as reference.