What is the Advanced Abilities Framework? The Advanced Abilities Framework is a highly flexible framework which allows the creation of stateful systems through the usage of gameplay tags, gameplay abilities, & gameplay effects.
The Advanced Abilities System enables building the types of abilities and attributes that you might find in an RPG.
The Ability System Component is the component for managing the gameplay abilities for an actor. Any Actor that intends to interact with the Ability System needs its own Ability System Component, or access to an Ability System Component owned by another Actor.
Abilities, Tasks, Attributes, and Effects
Gameplay Abilities are Blueprint children of the BP_AdvancedGameplayAbility class. They define what the Ability does in Blueprint scripting. The logic within a Gameplay Ability will generally call a series blueprint functions that create the gameplay abilities.
In addition to gameplay abilities, the ability system can also work with an attributes system & gameplay effects system. An Attribute is an F_Attribute structure that influence the game or actor in some way. For example, health points, vitality, strength, stamina, endurance, etc.
Basic Requirements
The abilities system can be added to any actor that needs to use gameplay abilities. The abilities system has 2 other modular components that works together with the abilities system. The Attributes Component and the Gameplay Cue Component. These two components are optional & can be removed or replaced with other similar systems if necessary. To replace them you can do so by replacing them in the Gameplay Effect class.