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In UE5 AbilitySystemComponent->AddReplicatedLooseGameplayTag() #85

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markuslement opened this issue Sep 12, 2022 · 3 comments
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@markuslement
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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?

@tranek
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tranek commented Sep 12, 2022

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.

@reisandbeans
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@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

@krovma
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krovma commented Feb 2, 2024

Confirmed the same issue before. ReplicatedLooseGameplayTag also has problems with tag counts. Just stick on MinimalReplicationTags

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