GameplayAbilityCombo
Purpose: Equivalent to player skills, players need corresponding ability instances to release skills
built-in UGameplayAbility_Melee and UGameplayAbility_Magic Used to use the corresponding playback rate status(AttackSpeed、CastSpeed)
UUltimateGameplayAbility
Variable | Explain |
---|---|
Montage | AnimMontage |
MaxPlayRate | MaxPlayRate,Used to limit montage playback speed caused by weapon bonuses being too high |
ParentAbilityTags | Parent ability tag, used for combo, does not need to use this variable for initial abilities |
bStartAbility | Is it an initial ability, such as the first ability in the combo, which can be activated by the user after being checked |
ChildAbilies | Sub ability, used for combo, structured as (input tag, next ability tag), Can achieve combo branches such as move 1->left click to release move 2, right click to release move 3, etc |
ExecuteChildAbilityTag(Setting) | Default use UGP.Weapon.ExecuteChildAbility need same with GameplayAbilityComponent->ExecuteChildAbilityTag |
PlayGiveBuff BuffDuration | GiveCharacterBUFF BUFF Duration After executing the ability, players will be given a BUFF |
CostStats | Consumption Property list, which can be used with CostGameplayEffectClass |
ChildAbilityInstances ParentAbilityInstances | The child ability and parent ability of the link will be linked. When the ability is activated, the child ability and parent ability instances will be linked. When the parent ability is cancelled, the child ability that has not yet been executed will be removed |
bExecutedAbility | Has the ability been implemented |
bPassPrecondition | Precondition verification passed |
Function | Explain |
ShouldPrecondition(Unpublished) | Do you need prerequisites |
ExecuteAbility(Unpublished) | Execution ability |
ClientExecuteAbility | ClientExecuteAbility |
IsChildAbility(FGameplayTagContainer Tags) | IsChildAbility |
LinkParentAbilities | Linking parent and child abilities |
ClearLink | ClearLink |
OnExecuteChildAbility(FGameplayEventData Payload)(Override) | ExecuteChildAbility |
GetPlayRate(Override) | GetPlayRate,Limit to MaxPlayRate |
OnExecuteAbility(Override) | ExecuteAbility |
OnCompletedInternal(Override) OnBlendOutInternal(Override) OnInterruptedInternal(Override) OnCancelledInternal(Override) | AnimMontage Return |
GiveBuff(TSubclassOf<APrimalBuff> BuffClass, float Duration) | GiveBuff |
PlayMontage | PlayAnimMontage |
Official Variable | Explain |
CostGameplayEffectClass | Cost GE Type |
AbilityTags | AbilityTags |
CancelAbilitiesWithTag | CancelAbilitiesWithTag |
BlockAbilitiesWithTag | BlockAbilitiesWithTag |
ActivationOwnedTags | When activated, the owner will be given a label, such as activating ability A, and giving the owner a PlayAbility label. Generally, it is necessary to add the same label as AbilityTags |
ActivationRequiredTags | Pre tag, such as the ability that requires a Sword.Weapon tag for activation |
ActivationBlockedTags | ActivationBlockedTags |
ReplicationPolicy | Can Replicate Replicate,DoNotReplicate |
InstancingPolicy | Instantiation Settings, NonInstanced Not Instantiated(Not recommended, it will allow players to have no CD release ability and cannot use storage variables without instantiation of the ability) InstancedPerActor Each entity has one capability, which can only be re executed after completion InstancedPerExecution Each execution of creation (not recommended, generating too many UOBs and other issues) |
ServerRespectsRemoteAbilityCancellation | Server allows remote cancellation capability for clients |
RetriggerInstancedAbility | Repeatable triggering ability |
NetExecutionPolicy | Ability Execution Mode LocalPredicted LocalOnly (Server activation means server, local activation means local) ServerInitiated Server startup(Can only be initiated by the server) ServerOnly |
NetSecurityPolicy | Network Security Policy ClientOrServer Nothing ServerOnlyExecution Can only be initiated by the server, but can be cancelled by the client ServerOnlyTermination The client can request activation, but cannot cancel it ServerOnly Activation or cancellation initiated by the server throughout the entire process, and the client cannot operate |