Open markuslement opened 2 years ago
I have not used that yet. I prefer using GameplayEffects applied on the server since that can encapsulate more meta information about where the tag came from.
@markuslement I had issues with that function and spent some time debugging it. If I got it correctly, it doesn't set the tag on the server side, it just sets it on a separate data structure that is used for replication. I'd recommend using UAbilitySystemBlueprintLibrary::AddLooseGameplayTags
instead, since it takes care of setting it in both the server, and replicating it
Confirmed the same issue before. ReplicatedLooseGameplayTag
also has problems with tag counts. Just stick on MinimalReplicationTags
In UE5 Added method - AbilitySystemComponent->AddReplicatedLooseGameplayTag(). As I understand it, this is how we can send replicated tags. But it doesn't work and I can't figure out why. Have you used anything like this by any chance?