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Return TypeNameParametersDescription
BooleanCanInterruptAbility
  • (UAblAbilityContext) Context
  • (UAblAbility) CurrentAbility
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.
BooleanIsValidForActorCustomFilterCondition
  • (UAblAbilityContext) Context
  • (FName) EventName
  • (AActor) Actor

Called by the Custom Filter. If this event returns true, the Actor is accepted - otherwise it's rejected. Defaults to true.

Warning

This event can be called Asynchronously. This event should NEVER set data on any Actors. Reading data on an Actor (i.e. Stats) is fine.


IntegerGetMaxStacks
  • (UAblAbilityContext) Context
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.
BooleanCustomCanAbilityExecute
  • (UAblAbilityContext) Context
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.
BooleanCustomCanLoopExecute
  • (UAblAbilityContext) Context
Called before each new loop iteration begins on a looping Ability to allow custom checks (similar to CustomCanAbilityExecute). Defaults to true.
BooleanCheckCustomChannelConditional
  • (UAblAbilityContext) Context
  • (FName) EventName
Called by the Custom Channel Condition to check if the Ability should be allowed to continue channeling. Defaults to true.
FloatCalculateDamageForActor
  • (UAblAbilityContext) Context
  • (FName) EventName
  • (Float) BaseDamage
  • (AActor) Actor

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.

Warning

This event can be called Asynchronously. This event should NEVER set data on any Actors. Reading data on an Actor (i.e. Stats) is fine.


BooleanCustomCanBranchTo
  • (UAblAbilityContext) Context
  • (UAblAbility) BranchAbility
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
  • (UAblAbilityContext) Context
Called whenever the Ability has passed all per-requisites and is starting execution.
None (Void)OnAbilityEnd
  • (UAblAbilityContext) Context
Called whenever the Ability successfully finishes execution.
None (Void)OnAbilityInterrupt
  • (UAblAbilityContext) Context
Called whenever the Ability has been interrupted successfully and is about to stop execution.
None (Void)OnAbilityBranch
  • (UAblAbilityContext) Context
Called whenever the Ability has successful branched into another Ability and is about to stop execution.
None (Void)OnCollisionEvent
  • (UAblAbilityContext) Context
  • (FName) EventName
  • (Array<FAblQueryResult>) HitEntities
Called by Collision Query and Collision Sweep Tasks, if enabled, once the results have been collected.
None (Void)OnRaycastEvent
  • (UAblAbilityContext) Context
  • (FName) EventName
  • (Array<FHitResult>) HitResults
Called by the Raycast Query Task, if enabled, once the results have been collected.
None (Void)OnCustomEvent
  • (UAblAbilityContext) Context
  • (FName) EventName
Called by the Custom Event Task. A completely blank slate for any custom logic your game may need.

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