@@ -33,14 +33,17 @@ void UTurnBasedGameplayEffect::PostInitProperties()
3333// Clear duration magnitude values
3434DurationMagnitude =FGameplayEffectModifierMagnitude ();
3535
36- // Always add the Turn based component
37- FindOrAddComponent<UTurnBasedGameplayEffectComponent>();
38-
39- // Always add the Turn based asset tag.
40- UAssetTagsGameplayEffectComponent& AssetTagComponent = FindOrAddComponent<UAssetTagsGameplayEffectComponent>();
41- FInheritedTagContainer Tags = AssetTagComponent.GetConfiguredAssetTagChanges ();
42- Tags.AddTag (TurnBasedNativeGameplayTags::TAG_Effect_Type_TurnBased.GetTag ());
43- AssetTagComponent.SetAndApplyAssetTagChanges (Tags);
36+ if (!IsRunningCommandlet ())
37+ {
38+ // Always add the Turn based component
39+ FindOrAddComponent<UTurnBasedGameplayEffectComponent>();
40+
41+ // Always add the Turn based asset tag.
42+ UAssetTagsGameplayEffectComponent& AssetTagComponent = FindOrAddComponent<UAssetTagsGameplayEffectComponent>();
43+ FInheritedTagContainer Tags = AssetTagComponent.GetConfiguredAssetTagChanges ();
44+ Tags.AddTag (TurnBasedNativeGameplayTags::TAG_Effect_Type_TurnBased.GetTag ());
45+ AssetTagComponent.SetAndApplyAssetTagChanges (Tags);
46+ }
4447
4548// For now, we limit turn based effect to only one stack, not refreshable.
4649StackingType = EGameplayEffectStackingType::AggregateByTarget;
@@ -262,4 +265,4 @@ EDataValidationResult UTurnBasedGameplayEffect::IsDataValid(class FDataValidatio
262265}
263266#endif
264267
265- #undef LOCTEXT_NAMESPACE
268+ #undef LOCTEXT_NAMESPACE