diff --git a/Source/GASDocumentation/Private/Characters/Heroes/GDHeroCharacter.cpp b/Source/GASDocumentation/Private/Characters/Heroes/GDHeroCharacter.cpp index 7d75641f..fe539769 100644 --- a/Source/GASDocumentation/Private/Characters/Heroes/GDHeroCharacter.cpp +++ b/Source/GASDocumentation/Private/Characters/Heroes/GDHeroCharacter.cpp @@ -272,8 +272,8 @@ void AGDHeroCharacter::OnRep_PlayerState() // Set the ASC for clients. Server does this in PossessedBy. AbilitySystemComponent = Cast(PS->GetAbilitySystemComponent()); - // Refresh ASC Actor Info for clients. Server will be refreshed by its AI/PlayerController when it possesses a new Actor. - AbilitySystemComponent->RefreshAbilityActorInfo(); + // Init ASC Actor Info for clients. Server will be refreshed by its AI/PlayerController when it possesses a new Actor. + AbilitySystemComponent->InitAbilityActorInfo(PS, this); // Bind player input to the AbilitySystemComponent. Also called in SetupPlayerInputComponent because of a potential race condition. BindASCInput();