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GameplayAbilityCombo

Purpose: Equivalent to player skills, players need corresponding ability instances to release skills

  • built-in UGameplayAbility_Melee and UGameplayAbility_Magic Used to use the corresponding playback rate status(AttackSpeed、CastSpeed)

  • UUltimateGameplayAbility

Variable

Explain

Montage

AnimMontage

MaxPlayRate

MaxPlayRate,Used to limit montage playback speed caused by weapon bonuses being too high

ParentAbilityTags

Parent ability tag, used for combo, does not need to use this variable for initial abilities

bStartAbility

Is it an initial ability, such as the first ability in the combo, which can be activated by the user after being checked

ChildAbilies

Sub ability, used for combo, structured as (input tag, next ability tag),

Can achieve combo branches such as move 1->left click to release move 2, right click to release move 3, etc

ExecuteChildAbilityTag(Setting)

Default use UGP.Weapon.ExecuteChildAbility

need same with GameplayAbilityComponent->ExecuteChildAbilityTag

PlayGiveBuff

BuffDuration

GiveCharacterBUFF

BUFF Duration

After executing the ability, players will be given a BUFF

CostStats

Consumption Property list, which can be used with CostGameplayEffectClass

ChildAbilityInstances

ParentAbilityInstances

The child ability and parent ability of the link will be linked. When the ability is activated, the child ability and parent ability instances will be linked. When the parent ability is cancelled, the child ability that has not yet been executed will be removed

bExecutedAbility

Has the ability been implemented

bPassPrecondition

Precondition verification passed

Function

Explain

ShouldPrecondition(Unpublished)

Do you need prerequisites

ExecuteAbility(Unpublished)

Execution ability

ClientExecuteAbility

ClientExecuteAbility

IsChildAbility(FGameplayTagContainer Tags)

IsChildAbility

LinkParentAbilities

Linking parent and child abilities

ClearLink

ClearLink

OnExecuteChildAbility(FGameplayEventData Payload)(Override)

ExecuteChildAbility

GetPlayRate(Override)

GetPlayRate,Limit to MaxPlayRate

OnExecuteAbility(Override)

ExecuteAbility

OnCompletedInternal(Override)

OnBlendOutInternal(Override)

OnInterruptedInternal(Override)

OnCancelledInternal(Override)

AnimMontage Return

GiveBuff(TSubclassOf<APrimalBuff> BuffClass, float Duration)

GiveBuff

PlayMontage

PlayAnimMontage

Official Variable

Explain

CostGameplayEffectClass

Cost GE Type

AbilityTags

AbilityTags

CancelAbilitiesWithTag

CancelAbilitiesWithTag

BlockAbilitiesWithTag

BlockAbilitiesWithTag

ActivationOwnedTags

When activated, the owner will be given a label, such as activating ability A, and giving the owner a PlayAbility label. Generally, it is necessary to add the same label as AbilityTags

ActivationRequiredTags

Pre tag, such as the ability that requires a Sword.Weapon tag for activation

ActivationBlockedTags

ActivationBlockedTags

ReplicationPolicy

Can Replicate

Replicate,DoNotReplicate

InstancingPolicy

Instantiation Settings,

NonInstanced Not Instantiated(Not recommended, it will allow players to have no CD release ability and cannot use storage variables without instantiation of the ability)

InstancedPerActor Each entity has one capability, which can only be re executed after completion

InstancedPerExecution Each execution of creation (not recommended, generating too many UOBs and other issues)

ServerRespectsRemoteAbilityCancellation

Server allows remote cancellation capability for clients

RetriggerInstancedAbility

Repeatable triggering ability

NetExecutionPolicy

Ability Execution Mode

LocalPredicted

LocalOnly (Server activation means server, local activation means local)

ServerInitiated Server startup(Can only be initiated by the server)

ServerOnly

NetSecurityPolicy

Network Security Policy

ClientOrServer Nothing

ServerOnlyExecution Can only be initiated by the server, but can be cancelled by the client

ServerOnlyTermination The client can request activation, but cannot cancel it

ServerOnly Activation or cancellation initiated by the server throughout the entire process, and the client cannot operate

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