GSCGameplayAbility #
GameplayAbility Parent class that is recommended to use with GAS Companion.
Added functionality compared to regular UGameplayAbility includes:
- GameplayEffect containers: https://github.com/tranek/GASDocumentation#concepts-ge-containers
- Ability Queue System support: If you intend to use Ability Queueing, you should rely on this class for your Abilities
- Loosely Check for Cost: If you'd like your abilities to activate regardless of cost attribute going into negative values,
and only checking if cost attribute is not below or equal to 0 already. - End delegate: A blueprint assignable delegate is exposed which is triggered on ability end. Particularly useful for AI Behavior Tree tasks.
- Activate On Granted: Support for "Passive" abilities, an ability that automatically activates and run continuously (eg. not calling EndAbility).
Properties #
bLooselyCheckAbilityCost #
Type bool
Loosely Check Ability Cost:
if true, the ability can be activated even it the cost is going into negative values, preventing activation only if cost is below or equal to 0 already
bActivateOnGranted #
Type bool
Activate on Granted:
If true, the ability will be automatically activated as soon as it is granted.
You can either implement one-off Abilities that are meant to be activated right away when granted,
or "Passive Abilities" with this, an ability that automatically activates and run continuously (eg. not calling EndAbility)
In both case, GameplayAbilities configured to be activated on granted will only activate on server and typically have
a Net Execution Policy of Server Only.
bEnableAbilityQueue #
Type bool
Enable Ability Queue:
Enable other abilities to be queued and activated when this ability ends.
It is recommended to leave this variable to false, and instead use the AbilityQueueNotifyState (AbilityQueueWindow)
within montages to further tune when the Queue System is opened and closed.
EffectContainerMap #
Type Map of FGameplayTag to FGSCGameplayEffectContainer
Effect Container Map:
Map of gameplay tags to gameplay effect containers
Events #
OnAbilityEnded #
Called when the ability ends.
Functions #
MakeEffectContainerSpecFromContainer #
Make gameplay effect container spec to be applied later, using the passed in container
Parameters
Name | Type | Description |
---|---|---|
Container | FGSCGameplayEffectContainer | |
EventData | FGameplayEventData | |
OverrideGameplayLevel | int32 |
Returns FGSCGameplayEffectContainerSpec
MakeEffectContainerSpec #
Search for and make a gameplay effect container spec to be applied later, from the EffectContainerMap
Parameters
Name | Type | Description |
---|---|---|
ContainerTag | FGameplayTag | |
EventData | FGameplayEventData | |
OverrideGameplayLevel | int32 |
Returns FGSCGameplayEffectContainerSpec
ApplyEffectContainerSpec #
Applies a gameplay effect container spec that was previously created
Parameters
Name | Type | Description |
---|---|---|
ContainerSpec | FGSCGameplayEffectContainerSpec |
Returns Array of FActiveGameplayEffectHandle
ApplyEffectContainer #
Applies a gameplay effect container, by creating and then applying the spec
Parameters
Name | Type | Description |
---|---|---|
ContainerTag | FGameplayTag | |
EventData | FGameplayEventData | |
OverrideGameplayLevel | int32 |
Returns Array of FActiveGameplayEffectHandle
Generated on Tue, 16 Jul 2024 16:16:37 GMT