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An Ability is a discreet action (or series of actions) that occur according to some input (a button being pressed, Blueprints, etc).

Abilities come in two flavors:

Active

    • Characters are limited to 1 Active Ability at a time.
    • Can be Interrupted or Branched out of.
    • Examples of an Active Ability are Dodges, Weapon Attacks/Combos, Spells, etc.

Passive

    • By default, Characters have no limit to the number of Passives on them, although Designers can easily change that behavior through Blueprint scripting.
    • Can only be completed naturally (cannot be interrupted or branched out of), or removed through Blueprint scripting.
    • Supports the concepts of having a Stack, and various behaviors that go along with it (see below).
    • Examples of a Passive Ability are Auras, Buffs / Debuffs, Heals Over Time, Damage Over Time, etc.

Both

    • Support Targeting (although it's rare for a Passive to need Targeting, generally you have an Active Ability which uses Targeting to apply a Passive).
    • Support having a Cooldown (see below).
    • Support Looping (either the whole Ability, or just a section of the Ability).

Base Properties

  • Length
    • The time, in seconds, that it takes for the Ability to complete.
  • Cooldown (Optional)
    • How long, in seconds, before the Character can re-activate this Ability.

Passive Properties

  • Is Passive
    • Marks the Ability as a Passive Ability.
  • Max Stacks
    • The total number of "Stacks" allowed for this Ability.
    • Can be controlled / queried from Blueprints to allow Designers full control.
  • Refresh Duration On New Stack (optional)
    • If true, the Ability duration will be reset back to 0 every time a Stack is successfully applied.
  • Always Refresh Duration (optional)
    • if true, the Ability duration will always be reset to 0 every time a Stack is attempted to be added (whether successful, e.g. due to max stack limit, or not).
  • Only Refresh Loop Time (optional)
    • if true, instead of resetting the Ability duration to 0, it'll reset the duration to the Loop Start time.

Loop Properties

  • Is Looping
    • Marks the Ability as Looping.
  • Loop Start
    • When Looping, this is the time value, in seconds, where our Loop will begin at each iteration.
  • Loop End
    • When Looping, this is the time value, in seconds, where our Loop will end at each iteration.
  • Max Iterations
    • The total amount of Loop iterations allowed for this Looping Ability (0 = Infinite).

Targeting Properties

  • Requires Targeting (Optional)
    • If true, if the Target Logic fails to find at least 1 Target - the Ability will not execute.
  • Target Logic
    • See Targeting

Tag Properties

  • Tag Container
    • A set of UE4 Gameplay Tags that can be queried from Blueprint scripting.


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