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GameplayCueNotify_Actor ScriptNames renamed in 5.5 (OnActive, WhileActive, OnRemove) #148

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Wandows95 opened this issue Feb 25, 2025 · 0 comments

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Wandows95 commented Feb 25, 2025

In 5.5, OnActive, OnBurst and WhileActive have been renamed in BP as stated in the commit message below. Additionally, when the user has defined an OnBurst (OnActive) and CeaseRelevant (OnRemove) but not OnBecomeRelevant (WhileActive), asset validation will generate a warning asking the user to implement an empty OnBecomeRelevant.

Commit f6f9674:
[Relabel the Gameplay Cue Notify Actor functions to make it clear what they're used for and how they relate to replication. OnActive becomes OnBurst. WhileActive becomes OnBecomeRelevant. OnRemove becomes OnCeaseRelevant. Introduce some data validation to catch tricky bugs with Gameplay Cues "stuck on" due to OnActive/OnRemove which is now more clearly marked incorrect.

Gameplay Cue Notify Actor (Looping) Function names have been renamed to give users a better understanding of when they trigger. An asset validation warning has been added in the case where a user implements OnActive and OnRemove, but not WhileActive. These have now been named to OnBurst, OnCeaseRelevant, and OnBecomeRelevant respectively.]
https://github.com/EpicGames/UnrealEngine/commit/f6f96743d72359c28d98997dd6f6da3223f2d74d

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