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Return Type | Name | Parameters | Description |
---|---|---|---|
Float | GetLength |
| Returns the length, in seconds, of the Ability. |
Float | GetRange |
| Returns the range of the Ability, if it has Targeting logic. |
Boolean | RequiresTarget |
| Returns true if the Ability requires having a target to execute, false otherwise. |
Float | GetCooldownGetBaseCooldown |
| Returns the time, in seconds, before this Ability is allowed to be used again by the same Actor. |
Integer | GetBaseMaxStacks |
| Returns the Max Stacks property of the Ability. |
FGameplayTagContainer | GetAbilityTagContainer |
| Returns the Gameplay Tags for the Ability. Note: This is a copy and does not affect the Ability. |
Boolean | IsLooping |
| Returns true if the Ability is set to Loop, or false otherwise. |
Integer | GetLoopMaxIterations |
| Returns the maximum number of iterations this Ability is allowed to execute if it's set to Looping. 0 = Infinite. |
FVector2D | GetLoopRange |
| Returns a 2D Vector containing the Start (X) and End (Y) times of the Loop, if enabled on the Ability. |
Boolean | IsPassive |
| Returns true if the Ability is marked as a Passive Ability. |
Boolean | RefreshDurationOnNewStack |
| Returns true if the Passive Ability is marked as refreshing its duration when a new stack is successfully applied. |
Boolean | AlwaysRefreshDuration |
| Returns true if the Passive Ability always refreshes its duration regardless of if a new stack was successful applied or failed. |
Boolean | RefreshLoopTimeOnly |
| Returns true if the Passive Ability refreshes its Loop time counter rather than restarting the Ability at zero when new stacks are applied. |
Boolean | IsChanneled |
| Returns true if the Ability is marked as a Channeled Ability. |
Boolean | MustPassAllChannelConditions |
| Returns true if the Ability must pass all Channel Conditions and not just one. |
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Return Type | Name | Parameters | Description | ||
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Boolean | CanInterruptAbility |
| Called when this Ability is attempting to interrupt CurrentAbility. If the event returns true, the interruption is allowed, otherwise it is prevented. Defaults to false. | ||
Boolean | CustomFilterCondition |
| Called by the Custom Filter. If this event returns true, the Actor is accepted - otherwise it's rejected. Defaults to true.
| ||
Float | GetCooldown |
| Called by the Ability Component when determining the cooldown for an Ability. By default, this simply returns the value set on the Ability (accessible through the GetBaseCooldown method), however it can be modified at run-time if needed. | ||
Integer | GetMaxStacks |
| Called by the Ability Component when determining the maximum amount of stacks allowed by this Ability. By default it returns the value set on the Ability (accessible through the GetBaseMaxStacks method), however it can be modified at run-time if needed. | ||
Boolean | CustomCanAbilityExecute |
| Called before an Ability is allowed to execute to allow for any further custom checks that the Ability system doesn't cover. If your game requires things like resource checks, this is where you can add execute them. Default returns true. | ||
Boolean | CustomCanLoopExecute |
| Called before each new loop iteration begins on a looping Ability to allow custom checks (similar to CustomCanAbilityExecute). Defaults to true. | ||
Boolean | CheckCustomChannelConditional |
| Called by the Custom Channel Condition to check if the Ability should be allowed to continue channeling. Defaults to true. | ||
Float | CalculateDamageForActor |
| Called by the Apply Damage Task. The value returned will be the final value applied to the Actor through the Apply Damage method. Defaults to Base Damage value.
| ||
None (Void) | FindTargets |
| Called by the Custom Targeting option. Any Actors added to the FoundTargets array will be used as Targets for this Ability. This is useful if you have your own set of logic or targets you wish to use. | ||
Boolean | CustomCanBranchTo |
| Called by the Custom Branch Conditional. Return true if the Ability should be allowed to branch to the Branch Ability, false if not. Defaults to true. | ||
None (Void) | OnAbilityStart |
| Called whenever the Ability has passed all per-requisites and is starting execution. | ||
None (Void) | OnAbilityEnd |
| Called whenever the Ability successfully finishes execution. | ||
None (Void) | OnAbilityInterrupt |
| Called whenever the Ability has been interrupted successfully and is about to stop execution. | ||
None (Void) | OnAbilityBranch |
| Called whenever the Ability has successful branched into another Ability and is about to stop execution. | ||
None (Void) | OnCollisionEvent |
| Called by Collision Query and Collision Sweep Tasks, if enabled, once the results have been collected. | ||
None (Void) | OnRaycastEvent |
| Called by the Raycast Query Task, if enabled, once the results have been collected. | ||
None (Void) | OnCustomEvent |
| Called by the Custom Event Task. A completely blank slate for any custom logic your game may need. | ||
None (Void) | OnSpawnedActor |
| Called by the Spawn Actor Task, if enabled. |
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