-
Notifications
You must be signed in to change notification settings - Fork 861
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
PlayMontageAndWaitForEvent doesn't work on clients #111
Comments
Have also tested on 5.2 and issue still present |
@tranek any thoughts? Would appreciate some advice as this basically makes PlayMontageAndWaitForEvent unusable |
I isolated it down to the call to The issue is also seen while sprinting and firing because of the customizations to the CMC. This applies to any AnimNotifies, not just the GameplayTag events from I don't have time to investigate any further right now. |
i also have this issue, any fix yet? |
Have the same issue. After some digging (which is also a good practice to understanding GAS), it seems the problem is caused by EndAbility with bReplicateEndAbility=true in UGDGA_FireGun::EventReceived. After passing bReplicateEndAbility=false, FireGun works smoothly. |
When playing as a client,
PlayMontageAndWaitForEvent::OnGameplayEvent
is sometimes not called. When this happens, it results in the FireGun ability not spawning any projectile on cast:bug.mp4
This can be recreated with relative consistency in the PIE by playing as a second player and using a listen server. When packaging the game and playing over a real network, the result is much worse and the client is hardly able to spawn any projectiles at all (as seen in video).
I have tested this on 5.0 branch and version and it doesn't happen there, so it seems like it might be an engine issue?
Any help would be greatly appreciated, love this project and have been using PlayMontageAndWaitForEvent a lot!
The text was updated successfully, but these errors were encountered: