Ability Tasks (Blueprint class BP_AbilityTask) are a specialized actor class intended to work with Gameplay Abilities. Games that use the Gameplay Ability System usually include a variety of custom Ability Tasks which implement their unique gameplay features.
Ability Tasks can self-terminate by calling the EndTask function, It is up to the programmer to end & remove a task after it has been completed. There are functions included to create, store, remove, & manage ability tasks in the ability system component.
Ability tasks can also be used to perform tasks that doesn’t make sense to go in a gameplay ability object. Such as an ability task that requires tick functionality.
Creating Custom Ability Tasks
Event “Activate Task” can be overridden in child classes to create custom functionality in your gameplay task. Gameplay tasks can be activated by class like the screenshot shown above. Gameplay Tasks are actors that get spawned in the world, so I recommend destroying the actor once the character when the gameplay task actor is no longer needed in the world.
Event “End Task” can be overridden in child classes of ability task to use as needed when ending a gameplay task. The gameplay task system is there to be used as needed by the developer.