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The engine generates the file during the build.
'Solution personal' layer with overrides to team-shared settings should not be added to VCS.
Fixed errors: ``` Error C2039 : 'AnimMontage': is not a member of 'FGameplayAbilityRepAnimMontage' ```
Fixed warnings: ``` Warning C4996 : 'EGameplayAbilityInstancingPolicy::NonInstanced': Use InstancedPerActor as the default to avoid confusing corner cases ```
Fixed warnings: ``` Warning C4996 : 'UGameplayAbility::AbilityTags': Use GetAssetTags(). This is being made non-mutable, private and renamed to AssetTags in the future. Use SetAssetTags to set defaults (in constructor only). ```
Fixed warnings: ``` Warning C4996 : 'UGameplayAbility::GetAbilitySystemComponentFromActorInfo_Checked': Use GetAbilitySystemComponentFromActorInfo_Ensured ```
Fixed warnings: ``` Warning C4996 : 'AActor::NetUpdateFrequency': Public access to NetUpdateFrequency has been deprecated. Use SetNetUpdateFrequency() and GetNetUpdateFrequency() instead. ```
Fixed warnings: ``` Warning C4996 : 'FPlayInEditorID::operator int32': This will be removed. ```
The bug was introduced in commit tranek@a901592
Get activation prediction key from ability instances. Added friend declaration because `GetActivationPredictionKey` is protected. Fixed warning: ``` Warning C4996 : 'FGameplayAbilitySpec::ActivationInfo': ActivationInfo on the Spec only applies to NonInstanced abilities (which are now deprecated; instanced abilities have their own per-instance CurrentActivationInfo) ```
The editor regenerated the .ini after the first run.
Compiled with with -NoUnity -NoPCH
Sets owner before UI_FloatingStatusBar_Hero blueprint construction event is hit and prevents failure due to missing owning character.
The UE editor updated the project file after the first run with 5.5.0
kasperhbo
approved these changes
Jan 24, 2025
|
You might want to update the UE version in the README too. I hope this pull request can be approved as GAS is becoming more popular. |
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The PR also contains additional fixes: