GameplayAbilityComponent {{ currentPage ? currentPage.title : "" }}

GameplayAbilityComponent

Purpose: Used to store and activate character ability systems

  • Unlike the official capability system, plugins have added execution states (previously divided into activated and closed states, now divided into activated, executed, and closed states) to the capability (GA). After execution, they will only play montages and add BUFF, while the original activation is used to reserve capabilities, etc

Variable

Explain

AbilityInstances

Examples of abilities Owned

ActivateAbilityInstances

Activated ability Instance

ExecuteChildAbilityTag

Execution sub ability tag

PredetermineGameplayAbility

Scheduled next ability

ExecuteGameplayAbility

Executing ability

bCanPredetermine

Reservable ability

bPredetermineExecuteImmediately

After reserving the ability, it can be executed immediately for adding moves when retracting the blade

ExecuteImmediatelyAbilies

List of abilities that can be executed immediately, and list of child ability tags when the parent ability is executed

PlayMontageAndWaitTask

Current montage playback task

ChildAbilityMap

The child ability map, when the parent ability executes, copies the child ability to this variable, and when the ApplyInput function is called, the next ability will be matched from this list

bEnableAnticheating

Enable anti cheating, please note that it will be disabled once enabled

ServerCurrentMontageSetPlayRate

ServerCurrentMontageJumpToSectionName

ServerCurrentMontageSetNextSectionName

Function

Explain

ApplyPredetermineAbility(UUltimateGameplayAbility* GameplayAbility)(UnPublic)

Application reservation ability

ClientTryExecuteAbility(FGameplayAbilitySpecHandle AbilityHandle)

The client attempts to execute the ability, and when the ability is non replicable, it will use the function execution ability within the component

PlayMontage_Task(UGameplayAbility* OwningAbility,FName TaskInstanceName,UAnimMontage* InMontageToPlay,float Rate ,FName StartSection,bool bStopWhenAbilityEnds,float AnimRootMotionTranslationScale,float StartTimeSeconds)

Play Montage Tasks

ApplyInput(FGameplayTagContainer ApplyInputTags)

Application input for calling sub ability

OpenExecuteImmediately(UUltimateGameplayAbility* GameplayAbility)

Enable sub ability to execute immediately

CloseExecuteImmediately()

Close sub ability and execute immediately

BeginPredetermine(bool bExecuteImmediately)

BeginPredetermine

ExecutePredetermine(bool bNotifyUse,bool bExecuteImmediately)

Ability to execute reservations

DoesOwnerHasTags(FGameplayTagContainer Tags)

Does the owner have a tags

DoesAbilityExecuted(FGameplayTagContainer Tags)

Is the ability being executed

CancelAbilityByTags(FGameplayTagContainer Tags)

Ability to close using tags

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