GSCAbilitySystemComponent #

Revamped Ability System Component for 3.0.0

This one is meant to be attached in Blueprint (or via a GameFeature), although 4.27 still requires ASC and IAbilitySystemInterface to be implemented in cpp.

Properties #

GrantedAbilities #

Type Array of FGSCAbilityInputMapping

Granted Abilities:
List of Gameplay Abilities to grant when the Ability System Component is initialized

GrantedAttributes #

Type Array of FGSCAttributeSetDefinition

Granted Attributes:
List of Attribute Sets to grant when the Ability System Component is initialized, with optional initialization data

GrantedEffects #

Type Array of UGameplayEffect

Granted Effects:
List of GameplayEffects to apply when the Ability System Component is initialized (typically on begin play)

bResetAbilitiesOnSpawn #

Type bool

Reset Abilities on Spawn:
Specifically set abilities to persist across deaths / respawns or possessions (Default is true)

When this is set to false, abilities will only be granted the first time InitAbilityActor is called. This is the default
behavior for ASC living on Player States (GSCModularPlayerState specifically).

Do not set it true for ASC living on Player States if you're using ability input binding. Only ASC living on Pawns supports this.

bResetAttributesOnSpawn #

Type bool

Reset Attributes on Spawn:
Specifically set attributes to persist across deaths / respawns or possessions (Default is true)

When this is set to false, attributes are only granted the first time InitAbilityActor is called. This is the default
behavior for ASC living on Player States (GSCModularPlayerState specifically).

Set it (or leave it) to true if you want attribute values to be re-initialized to their default values.

Functions #

GrantAbility #

Grant Ability

Parameters

Name Type Description
Ability TSubclassOf
bRemoveAfterActivation bool

Returns FGameplayAbilitySpecHandle


Generated on Sat, 11 Mar 2023 16:20:29 GMT