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Channel Conditions are checked every frame to ensure that an Actor is still able to continue channeling. While channeling, the Actor plays the Ability as normal (including looping, etc), but if one (or more) of the conditions fail - then the Ability is cancelled and treated as either a Branch, Interrupt, or Success.



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Returns true if the keys with the provided Input Actions are currently pressed.

  • Input Actions
    • The name of the Input Actions to check for key presses.
  • Negate
    • Whether to negate (reverse) the result. In this case, that would mean the condition would fail if you press any of the keys provided in the Input Actions.

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Returns true as long as the Actor's linear velocity is less than the provided threshold.

  • Velocity Threshold
    • How fast, in cm/s, is allowed before breaking the channel.
  • Use XY Speed Only
    • If true, only check the 2D (XY) speed. This leaves out any vertical speed.
  • Negate
    • Whether to negate (reverse) the result. In this case, that would mean the condition would fail if the Actor ever fell below the threshold.
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Calls into the Ability's CheckCustomChannelConditional for the result.

  • Event Name
    • An optional name for this check that is passed along when calling into the Ability method.
  • Negate
    • Whether to negate (reverse) the result from the Blueprint.