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Blueprint API

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This page lists all the blueprint functions available in the plugin

Contents

Ability[edit]

Context[edit]

Create Ability Context[edit]

Nd img CreateAbilityContext.png

Creates an Ability Context with the provided information.

Ability            Abl Ability Object Reference        The Ability to execute.
Ability Component  Ability Component Object Reference  The Ability Component that will be running this Context.
Owner              Actor Object Reference              The "owner" to set as the Owner Target Type.
Instigator         Actor Object Reference              The "Instigator" to set as the Instigator Target Type.
Return Value  Abl Ability Context Object Reference  the Ability Context [1].

Clear Target Actors[edit]

Nd img ClearTargetActors.png

Clear all entries from the Target Actors.

Target  Abl Ability Context Object Reference  None

Get Ability Scratch Pad[edit]

Nd img GetAbilityScratchPad.png

Returns the Ability Scratchpad allocated for this context, if requested.

Target  Abl Ability Context Object Reference  None
Return Value  Abl Ability Scratch Pad Object Reference  the Ability Scratchpad [2]

Get Ability Start Location[edit]

Nd img GetAbilityStartLocation.png

Returns the start location of this Ability.

Target  Abl Ability Context Object Reference  None
Return Value  Vector  the start location of this Ability.

Get Current Stack Count[edit]

Nd img GetCurrentStackCount.png

Returns the Stack count of this Ability.

Target  Abl Ability Context Object Reference  None
Return Value  Integer  the Stack count of this Ability.

Get Current Time[edit]

Nd img GetCurrentTime.png

Returns the current time of this Ability.

Target  Abl Ability Context Object Reference  None
Return Value  Float  the current time of this Ability.

Get Current Time Ratio[edit]

Nd img GetCurrentTimeRatio.png

Returns the current time of this Ability as a ratio between 0.0 and 1.0.

Target  Abl Ability Context Object Reference  None
Return Value  Float  the current time of this Ability as a ratio between 0.0 and 1.0.

Get Instigator[edit]

Nd img GetInstigator.png

Returns the Instigator Context Target Actor, if it exists. This is set when creating the context.

Target  Abl Ability Context Object Reference  None
Return Value  Actor Object Reference  the Instigator Context Target Actor.

Get Last Delta Time[edit]

Nd img GetLastDeltaTime.png

Returns the last Delta time (time between frames) used to update this Ability.

Target  Abl Ability Context Object Reference  None
Return Value  Float  the last Delta time (time between frames) used to update this Ability.

Get Owner[edit]

Nd img GetOwner.png

Returns the Owner Context Target Actor, if it exists. This is set when creating the context.

Target  Abl Ability Context Object Reference  None
Return Value  Actor Object Reference  the Owner Context Target Actor.

Get Self Ability Component[edit]

Nd img GetSelfAbilityComponent.png

Returns the Ability Component executing this Context.

Target  Abl Ability Context Object Reference  None
Return Value  Ability Component Object Reference  the Ability Component executing this Context.

Get Self Actor[edit]

Nd img GetSelfActor.png

Returns the Actor (Ability Component Owner) executing this Context.

Target  Abl Ability Context Object Reference  None
Return Value  Actor Object Reference  the Actor (Ability Component Owner) executing this Context.

Get Target Actors[edit]

Nd img GetTargetActors.png

Returns an array of all Target Context Target Actors, if they exist.

Target  Abl Ability Context Object Reference  None
Return Value  Array of Actor Object References  Array of all Target Context Target Actors

Set Stack Count[edit]

Nd img SetStackCount.png

Sets the Stack Count of this Ability.

Target  Abl Ability Context Object Reference  None
Stack   Integer                               None

Debug[edit]

Get Draw Collision Queries[edit]

Nd img GetDrawCollisionQueries.png

Returns whether debugging drawing of collision queries is enabled or not.


Return Value  Boolean  true if debug drawing is enabled.

Set Draw Collision Queries[edit]

Nd img SetDrawCollisionQueries.png

Toggles the viewing of collision queries within Able. Returns the new value.

Enable  Boolean  whether to enable or disable debug drawing.
Return Value  Boolean  whether or not debug drawing is now enabled.

Nodes[edit]

Always Refresh Duration[edit]

Nd img AlwaysRefreshDuration.png

Returns true if the duration is always refreshed, regardless if a new stack is added or fails.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if the duration is always refreshed, regardless if a new stack is added or fails.

Get Cooldown[edit]

Nd img CalculateCooldownBP.png

Called when determining the cooldown for this Ability.

If you have any special logic that increases/decreases the cooldown amount, you can do it here.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [3]
Return Value  Float  The amount of time, in seconds, to use for the cooldown. By default, returns GetBaseCooldown.

Calculate Damage For Actor[edit]

Nd img CalculateDamageForActorBP.png

Called by the Apply Damage Task to calculate how much damage to apply to an Actor.

NOTE: This method should always be thread safe, so only read data from actors - never write/change values of an actor.

Target       Abl Ability Object Reference          None
Context      Abl Ability Context Object Reference  The Ability Context [4]
Event Name   Name (by ref)                         A simple identifier to distinguish this Event from other possible Damage Events you may have in your Timeline.
Base Damage  Float                                 The flat damage value provided by the Task properties.
Actor        Actor Object Reference                The Actor we are going to damage.
Return Value  Float  The final damage value to apply to the Actor.

Can Client Cancel Ability[edit]

Nd img CanClientCancelAbilityBP.png

Called when the Client requests an Ability Cancel, but the Server hasn't canceled that Ability.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [5]
Return Value  Boolean  True to allow the cancel, false to ignore it.

Can Interrupt Ability[edit]

Nd img CanInterruptAbilityBP.png

Called when this Ability is attempting to interrupt another ability.

Target           Abl Ability Object Reference          None
Context          Abl Ability Context Object Reference  The Ability Context [6]
Current Ability  Abl Ability Object Reference          The Ability we are attempting to interrupt.
Return Value  Boolean  True if the Actor can be a Target, false if they should be removed.

Custom Channel Conditional[edit]

Nd img CheckCustomChannelConditionalBP.png

Called by the Custom Channeling Condition to apply whatever channeling check you wish to do.

Target      Abl Ability Object Reference          None
Context     Abl Ability Context Object Reference  The Ability Context [7]
Event Name  Name (by ref)                         A simple identifier to distinguish this Event from other possible Custom Channeling Events you may have in your Timeline.
Return Value  Boolean  True if the check succeeded, false if we should break the channeling.

Check Custom Condition[edit]

Nd img CheckCustomConditionEventBP.png

Callback for a Custom Event that can be used to block dependent Task execution until some provided criteria is met.

Target      Abl Ability Object Reference          None
Context     Abl Ability Context Object Reference  The Ability Context [8]
Event Name  Name (by ref)                         A simple identifier to distinguish this Event from other possible Custom Condition Event you may have in your Timeline.
Return Value  Boolean  Whether or not the condition is satisfied and should allow any dependent Tasks to execute.

Check Tags[edit]

Nd img CheckTags.png

Returns true if the Ability passes a series of Gameplay Tags Queries.

Target        Abl Ability Object Reference               None
Includes Any  Gameplay Tag Container Structure (by ref)  The tags to check if any of these tags are in our container.
Includes All  Gameplay Tag Container Structure (by ref)  The tags to check if all of these tags are in our container.
Excludes Any  Gameplay Tag Container Structure (by ref)  The tags to check if any of these tags are not in our container.
Return Value  Boolean  true if the our containers passed the series of Gameplay Tags queries.

Can Ability Execute[edit]

Nd img CustomCanAbilityExecuteBP.png

Called when checking if an Ability is valid to be started. You can use this event to execute

any custom logic beyond the normal targeting/channeling checks (e.g.; resources, time of day, etc).

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [9]
Return Value  Boolean  True if the ability should be allowed to start, false if not.

Can Branch To[edit]

Nd img CustomCanBranchToBP.png

Called by the Branch Ability Task to verify we are allowed to branch to this new Ability.

Target          Abl Ability Object Reference          None
Context         Abl Ability Context Object Reference  The Ability Context [10]
Branch Ability  Abl Ability Object Reference          The Ability we want to branch to.
Return Value  Boolean  True if we should allow the branch, false otherwise.

Can Loop Execute[edit]

Nd img CustomCanLoopExecuteBP.png

Called by the Looping logic of an Ability to apply whatever additional check(s) you wish to do.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [11]
Return Value  Boolean  True if should allow another loop iteration, false if we should break the looping.

Custom Filter Condition[edit]

Nd img CustomFilterConditionBP.png

Called by the Custom Filter for each actor that is a candidate to be acted upon by this Ability.

Target      Abl Ability Object Reference          None
Context     Abl Ability Context Object Reference  The Ability Context [12]
Event Name  Name (by ref)                         A simple identifier to distinguish this Event from other possible Custom Filter Events you may have in your Timeline.
Actor       Actor Object Reference                The Actor we are testing as valid or not.
Return Value  Boolean  True if the Actor can be a Target, false if they should be removed.

Find Targets[edit]

Nd img CustomTargetingFindTargetsBP.png

Called by the Custom Targeting of an Ability to apply whatever additional custom target logic you wish to do.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [13]
Found Targets  Array of Actor Object References  The Array of Actors to used as Targets for this Ability.

Create Ability ScratchPad[edit]

Nd img GetAbilityScratchPadClassBP.png

Returns the class, if any, to use as the Ability Scratchpad.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [14]
Return Value  Abl Ability Scratch Pad Class Reference  The class of the Ability Scratchpad [15]

Get Ability Tag Container[edit]

Nd img GetAbilityTagContainer.png

Returns the Ability Tag Container.

Target  Abl Ability Object Reference  None
Return Value  Gameplay Tag Container Structure  the Ability Tag Container.

Get Base Cooldown[edit]

Nd img GetBaseCooldown.png

Returns the Base Cooldown, in seconds, of the Ability.

Target  Abl Ability Object Reference  None
Return Value  Float  the Base Cooldown, in seconds, of the Ability.

Get Base Max Stacks[edit]

Nd img GetBaseMaxStacks.png

Returns the Base Stacks value of the Ability.

Target  Abl Ability Object Reference  None
Return Value  Integer  the Base Stacks value of the Ability.

Get Base Play Rate[edit]

Nd img GetBasePlayRate.png

Returns the Base Play rate as set on the Ability.

Target  Abl Ability Object Reference  None
Return Value  Float  the Base Play rate, in seconds.

Get Decay Stack Time[edit]

Nd img GetDecayStackTime.png

Returns the time, in seconds, a stack will decay automatically. 0.0 will prevent decay.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  None
Return Value  Float  the time, in seconds, a stack will decay automatically.

Get Decrement and Restart on End[edit]

Nd img GetDecrementAndRestartOnEnd.png

Returns true if we should decrement the stack count and restart the Ability as long as there is more than 0 stacks left.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if we should decrement the stack count and restart the Ability as long as there is more than 0 stacks left.

Get Display Name[edit]

Nd img GetDisplayName.png

Returns the name of the Ability in a print friendly format (without class identifiers).

Target  Abl Ability Object Reference  None
Return Value  String  the name of the Ability

Get Length[edit]

Nd img GetLength.png

Returns the Length, in seconds, of the Ability.

Target  Abl Ability Object Reference  None
Return Value  Float  the Length, in seconds, of the Ability.

Get Loop Range[edit]

Nd img GetLoopRange.png

Returns the Loop range, in seconds, of this Ability. X component is start time, Y component is end time.

Target  Abl Ability Object Reference  None
Return Value  Vector 2D Structure  the Loop range, in seconds, of this Ability. X component is start time, Y component is end time.

Get Max Stacks[edit]

Nd img GetMaxStacksBP.png

Called when grabbing the Max stack count for this Ability (if it's a passive).

If you have any special logic that increases/decreases the Stack amount, you can do it here.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [16]
Return Value  Integer  The maximum number of stacks to allow, must be greater than zero.

Get Range[edit]

Nd img GetRange.png

Returns the estimated range of the Ability.

Target  Abl Ability Object Reference  None
Return Value  Float  the estimated range of the Ability.

Get Target Location[edit]

Nd img GetTargetLocationBP.png

Callback that occurs when the Location Target Type is used.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [17]
Return Value  Vector  The location to assign as the Target.

Has Tag[edit]

Nd img HasTag.png

Returns true if we have the supplied tag in our tag container.

Target  Abl Ability Object Reference  None
Tag     Gameplay Tag Structure        The Gameplay Tag to check for.
Return Value  Boolean  true if we have the supplied tag in our tag container.

Is Channeled[edit]

Nd img IsChanneled.png

Returns if the Ability is channeled.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if channeled, false if not.

Is Looping[edit]

Nd img IsLooping.png

Returns true if the Ability is set to loop.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if the Ability is set to loop.

Is Passive[edit]

Nd img IsPassive.png

Returns true if this Ability is a passive Ability.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if this Ability is a passive Ability.

Matches All Tags[edit]

Nd img MatchesAllTags.png

Returns true if we have all the tags from the passed in container in our own container.

Target     Abl Ability Object Reference      None
Container  Gameplay Tag Container Structure  The Gameplay Tag Query to run against our container.
Return Value  Boolean  true if we have all the tags from the passed in container in our own container.

Matches Any Tag[edit]

Nd img MatchesAnyTag.png

Returns true if we have any tags from the passed in container in our own container.

Target     Abl Ability Object Reference      None
Container  Gameplay Tag Container Structure  The Gameplay Tag Query to run against our container.
Return Value  Boolean  true if we have any tags from the passed in container in our own container.

Must Finish All Tasks[edit]

Nd img MustFinishAllTasks.png

Returns whether or not this Task must finish all tasks before being marked as done (e.g., it can ignore the end time if necessary).

Target  Abl Ability Object Reference  None
Return Value  Boolean  True if we need to must finish all tasks, false otherwise.

Must Pass All Channel Conditions[edit]

Nd img MustPassAllChannelConditions.png

Returns true if the Ability must pass all channel conditions to continue channeling.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if the Ability must pass all channel conditions to continue channeling.

On Ability Branch[edit]

Nd img OnAbilityBranchBP.png

Callback for when branching to a new Ability

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [18]

On Ability End[edit]

Nd img OnAbilityEndBP.png

Callback for when the Ability successful ends. This is not called if the Ability is branched or interrupted.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [19]

On Ability Interrupt[edit]

Nd img OnAbilityInterruptBP.png

Callback for when this Ability is Interrupted.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [20]

On Ability Stack Added[edit]

Nd img OnAbilityStackAddedBP.png

Callback that occurs when a stack is added from an executing Ability.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [21]

On Ability Stack Removed[edit]

Nd img OnAbilityStackRemovedBP.png

Callback that occurs when a stack is removed from an executing Ability.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [22]

On Ability Start[edit]

Nd img OnAbilityStartBP.png

Callback for when the Ability successful starts, after passing all required prerequisites.

Target   Abl Ability Object Reference          None
Context  Abl Ability Context Object Reference  The Ability Context [23]

On Collision Event[edit]

Nd img OnCollisionEventBP.png

Called by the Collision Query Task to allow any specific logic you wish to do with the Overlap results.

Target        Abl Ability Object Reference          None
Context       Abl Ability Context Object Reference  The Ability Context [24]
Event Name    Name (by ref)                         A simple identifier to distinguish this Event from other possible Collision Event you may have in your Timeline.
Hit Entities  Array of Abl Query Result Structures  Array of results from the Overlap Query
Return Value  EAblCallbackResult Enum  The Callback Result, used by the Overlap Watcher Task to stop future overlaps or continue.

On Custom Event[edit]

Nd img OnCustomEventBP.png

Called by the Custom Event Task; this callback can be used as a generic entry into your Ability Blueprint to do whatever logic you wish.

Target      Abl Ability Object Reference          None
Context     Abl Ability Context Object Reference  The Ability Context [25]
Event Name  Name (by ref)                         A simple identifier to distinguish this Event from other possible Custom Event you may have in your Timeline.

On Raycast Event[edit]

Nd img OnRaycastEventBP.png

Called by the Raycast Query Task to allow any specific logic you wish to do with the Raycast results.

Target       Abl Ability Object Reference          None
Context      Abl Ability Context Object Reference  The Ability Context [26]
Event Name   Name (by ref)                         A simple identifier to distinguish this Event from other possible Raycast Event you may have in your Timeline.
Hit Results  Array of Hit Result Structures        Array of results from the Raycast
Return Value  EAblCallbackResult Enum  The Callback Result, this is currently ignored for Raycasts. Set it to "Complete" and ignore it for now.

On Spawned Actor[edit]

Nd img OnSpawnedActorEventBP.png

Called by the Spawn Actor Task; this callback can be used to set any fields (location, velocity, etc) on the newly spawned Actor.

Target         Abl Ability Object Reference          None
Context        Abl Ability Context Object Reference  The Ability Context [27]
Event Name     Name (by ref)                         A simple identifier to distinguish this Event from other possible Spawn Actor Event you may have in your Timeline.
Spawned Actor  Actor Object Reference                The Actor spawned by the Task.
Spawn Index    Integer                               The Spawn Index of this Actor, if spawning multiple actors (0 for 1st, 1 for 2nd, etc).

Refresh Duration on New Stack[edit]

Nd img RefreshDurationOnNewStack.png

Returns true if the duration should be reset any time a new stack is applied to the Ability.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if the duration should be reset any time a new stack is applied to the Ability.

Refresh Loop Time Only[edit]

Nd img RefreshLoopTimeOnly.png

Returns true if, when refreshing duration, only the Loop range should be refreshed.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if, when refreshing duration, only the Loop range should be refreshed.

Requires Target[edit]

Nd img RequiresTarget.png

Returns true if the Ability requires a Target.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if the Ability requires a Target.

Reset Loop Count on Refresh[edit]

Nd img ResetLoopCountOnRefresh.png

Returns true if, when refreshing duration, we should reset the loop count as well.

Target  Abl Ability Object Reference  None
Return Value  Boolean  true if, when refreshing duration, we should reset the loop count as well.

Should Cancel Ability[edit]

Nd img ShouldCancelAbilityBP.png

Called by the Cancel Ability Task to do any custom logic to determine whether or not to cancel the passed in Ability on the Task Target.

Target      Abl Ability Object Reference          None
Context     Abl Ability Context Object Reference  The Ability Context [28]
Ability     Abl Ability Object Reference          The Ability we want to cancel.
Event Name  Name (by ref)                         A simple identifier to distinguish this Event from other possible Cancel Ability Event you may have in your Timeline.
Return Value  Boolean  True to cancel the Ability, false to ignore it.

Activate Ability[edit]

Nd img ActivateAbility.png

Activates the Ability using the provided context and returns the result.

Context  Abl Ability Context Object Reference  The Ability Context [29]
Return Value  EAblAbilityStartResult Enum  the start result returned by the Ability.

Get Ability Object from Class[edit]

Nd img GetAbilityObjectFromClass.png

Returns an instance (CDO) of the provided Ability Class.

Class  Abl Ability Class Reference  None
Return Value  Abl Ability Object Reference  the default class instance.

Is Successful Start Result[edit]

Nd img IsSuccessfulStartResult.png

Returns true if the provided start result is considered successful.

Result  EAblAbilityStartResult Enum  The result enum returned by another Ability method (CanActivate, Activate, etc).
Return Value  Boolean  true if the result was a success, false if it failed for whatever reason.

Activate Ability[edit]

Nd img ActivateAbility.png

Activates the ability (does call into CanActivateAbility to make sure the call is valid).

Target   Ability Component Object Reference    None
Context  Abl Ability Context Object Reference  The Ability Context [30]
Return Value  EAblAbilityStartResult Enum  the Ability Start Result.

Add Tag[edit]

Nd img AddTag.png

Adds a Gameplay Tag to our tag container.

Target  Ability Component Object Reference  None
Tag     Gameplay Tag Structure              The Gameplay Tag to add.

Branch Ability[edit]

Nd img BranchAbility.png

Attempts to Branch to the provided Ability Context.

Target   Ability Component Object Reference    None
Context  Abl Ability Context Object Reference  The Ability Context [31]
Return Value  EAblAbilityStartResult Enum  the result from the attempted branch.

Can Activate Ability[edit]

Nd img CanActivateAbility.png

Runs the Ability Context through the activate logic and returns the result, does not actually activate the Ability.

Target   Ability Component Object Reference    None
Context  Abl Ability Context Object Reference  The Ability Context [32]
Return Value  EAblAbilityStartResult Enum  the predicated start result for the given Context.

Cancel Ability[edit]

Nd img CancelAbility.png

Cancels the passed in Ability, if it's currently being played. Accepts both active and passive Abilities.

Target         Ability Component Object Reference  None
Ability        Abl Ability Object Reference        The Ability to check for.
Result to Use  EAblAbilityTaskResult Enum          Which result to apply to the Ability when we cancel it (Interrupted, Successful, Branched).

Check Tags[edit]

Nd img CheckTags.png

Returns true if the Ability checks pass a series of Gameplay Tags Queries.

Target                       Ability Component Object Reference         None
Includes Any                 Gameplay Tag Container Structure (by ref)  The tags to check if any of these tags are in our container, or the executing Abilities.
Includes All                 Gameplay Tag Container Structure (by ref)  The tags to check if all of these tags are in our container, or the executing Abilities.
Excludes Any                 Gameplay Tag Container Structure (by ref)  The tags to check if any of these tags are not in our container, or the executing Abilities.
Include Executing Abilities  Boolean                                    If true, run these checks against our executing Ability containers as well.
Return Value  Boolean  true if the our container, or the executing Abilities, checks passed the series of Gameplay Tags queries.

Get Ability Cooldown Ratio[edit]

Nd img GetAbilityCooldownRatio.png

Returns a value between 0.0 - 1.0 which represents how far along the cooldown is.

You can multiply this value by the Cooldown total to get the actual cooldown value in seconds.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to grab the Cooldown ratio for.
Return Value  Float  The Cooldown as a ratio of 0.0 - 1.0.

Get Ability Cooldown Total[edit]

Nd img GetAbilityCooldownTotal.png

Returns the Cooldown that was calculated for this Ability when it was executed.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to grab the calculated Cooldown for.
Return Value  Float  The calculated Cooldown value.

Get Ability Current Time[edit]

Nd img GetAbilityCurrentTime.png

Returns the current time of the Ability, if executing. You can also get this from the Context if you cached it.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to grab the current time from.
Return Value  Float  the current time of the Ability, if executing.

Get Ability Current Time Ratio[edit]

Nd img GetAbilityCurrentTimeRatio.png

Returns the current time ratio of the Ability, if executing. You can also get this from the Context if you cached it.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to grab the Time ratio for.
Return Value  Float  The current Time ratio, between 0.0 and 1.0.

Get Active Ability[edit]

Nd img GetActiveAbility.png

Returns the current Active Ability (if there is one).

Target  Ability Component Object Reference  None
Return Value  Abl Ability Object Reference  The current Active Ability, or null if there isn't one.

Get Current Passive Abilities[edit]

Nd img GetCurrentPassiveAbilities.png

Populates the passed in array with all the Passive Abilities currently active on this component.

Target  Ability Component Object Reference  None
Out Passives  Array of Abl Ability Object References  The array to fill with any running Passive Abilities.

Get Current Stack Count for Passive Ability[edit]

Nd img GetCurrentStackCountForPassiveAbility.png

Returns the specific stack count for the passed in passive ability, or 0 if not found.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to check stacks for.
Return Value  Integer  the stack count for that Ability, or 0 if not found.

GetGameplayTagContainer[edit]

Nd img GetGameplayTagContainerBP.png

Returns a copy of the Gameplay Tag container.

Target  Ability Component Object Reference  None
Return Value  Gameplay Tag Container Structure  A copy of our Gameplay Tag container.

Get Total Number Of Passives[edit]

Nd img GetTotalNumberOfPassives.png

Returns the total number of active Passive Abilities on this component.

Target  Ability Component Object Reference  None
Return Value  Integer  the total number of active Passive Abilities running on this component.

Has Ability Animation[edit]

Nd img HasAbilityAnimation.png

If you've set up your Animation Blueprint to use the AbilityAnimPlayer Graph Node,

this method will tell you if you have a Play Animation Task requesting you to use transition to that node.

Target  Ability Component Object Reference  None
Return Value  Boolean  true if we have a queued up Ability Animation, false otherwise.

Has Tag[edit]

Nd img HasTag.png

Returns true if we have the supplied tag in our tag container.

Target                       Ability Component Object Reference  None
Tag                          Gameplay Tag Structure              The Gameplay Tag to check for.
Include Executing Abilities  Boolean                             None
Return Value  Boolean  true if we have the supplied tag in our tag container, or the executing Abilities.

Is Ability on Cooldown[edit]

Nd img IsAbilityOnCooldown.png

Returns whether or not an Ability is marked as being on Cooldown.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to check for cooldown.
Return Value  Boolean  true if that Ability still is on cooldown, false if not.

Is Passive Active[edit]

Nd img IsPassiveActive.png

Returns true if the passive Ability passed in is currently active, or not.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to check for.
Return Value  Boolean  true if that Ability still is running, false if not (or not marked as Passive).

Is Playing Ability[edit]

Nd img IsPlayingAbility.png

Returns whether or not the component has an active Ability being played.

Target  Ability Component Object Reference  None
Return Value  Boolean  true if we are currently playing an Ability, false otherwise.

Matches All Tags[edit]

Nd img MatchesAllTags.png

Returns true if we have all the tags from the passed in container in our own container.

Target                       Ability Component Object Reference  None
Container                    Gameplay Tag Container Structure    The Gameplay Tag Container to compare our own container against.
Include Executing Abilities  Boolean                             If true, compare the container against our executing Ability containers as well.
Return Value  Boolean  true if we have all the tags from the passed in container in our own container, or the executing Abilities.

Matches Any Tag[edit]

Nd img MatchesAnyTag.png

Returns true if we have any tags from the passed in container in our own container.

Target                       Ability Component Object Reference  None
Container                    Gameplay Tag Container Structure    The Gameplay Tag container to compare our own container against.
Include Executing Abilities  Boolean                             If true, compare the container against our executing Ability containers as well.
Return Value  Boolean  true if we have any tags from the passed in container in our own container, or the executing Abilities.

Matches Query[edit]

Nd img MatchesQuery.png

Returns true if we match the supplied query with our GameplayTag container.

Target                       Ability Component Object Reference  None
Query                        Gameplay Tag Query Structure        None
Include Executing Abilities  Boolean                             If true, run the query against our executing Ability containers as well.
Return Value  Boolean  true if we have have a match in our own container, or the executing Abilities.

Remove Cooldown[edit]

Nd img RemoveCooldown.png

Removes the Cooldown for a given ability.

Target   Ability Component Object Reference  None
Ability  Abl Ability Object Reference        The Ability to remove the Cooldown for.

Remove Tag[edit]

Nd img RemoveTag.png

Removes a Gameplay Tag from our tag container.

Target  Ability Component Object Reference  None
Tag     Gameplay Tag Structure              The Gameplay Tag to remove.

Set Cooldown[edit]

Nd img SetCooldown.png

Sets the Cooldown for an Ability. If the Ability isn't currently on cooldown, it will add it. The context is only used when adding a new cooldown.

Target   Ability Component Object Reference    None
Ability  Abl Ability Object Reference          The Ability to set the Cooldown for.
Context  Abl Ability Context Object Reference  The Ability Context [33]
Time     Float                                 The time, in seconds, to set this Cooldown for.

Set Passive Stack Count[edit]

Nd img SetPassiveStackCount.png

Sets the Stack Count of the provided passive, if it exists. Optionally resets the duration of the passive. If the Stack Count is 0, the Ability is canceled with the provided result.

Target                   Ability Component Object Reference  None
Ability                  Abl Ability Object Reference        The Ability to set the stacks for.
New Stack Count          Integer                             What to set the Stack count to.
Reset Duration           Boolean                             If we should reset the Ability duration with this new stack value.
Result to Use on Cancel  EAblAbilityTaskResult Enum          If we are setting the stack to 0, then use this result as the cancel result.

Custom Task[edit]

Create Custom Scratch Pad[edit]

Nd img CreateCustomScratchPad.png

Creates a ScratchPad based on the UAblCustomScratchPad, for use by Custom Tasks.

Context            Abl Ability Context Object Reference         The Ability Context [34]
Scratch Pad Class  Abl Custom Task Scratch Pad Class Reference  The Task Scratchpad Subclass to instantiate.
Return Value  Abl Custom Task Scratch Pad Object Reference  the created Custom Scratchpad Object.

GetActorsForTask[edit]

Nd img GetActorsForTaskBP.png

Returns a list of Actors to execute as Targets for this Task.

Target   Abl Custom Task Object Reference      None
Context  Abl Ability Context Object Reference  The Ability Context [35]
Out Actor Array  Array of Actor Object References  The Array to be populated with Actors.

GetScratchPad[edit]

Nd img GetScratchPad.png

Returns the Scratchpad of this Task.

Target   Abl Custom Task Object Reference      None
Context  Abl Ability Context Object Reference  The Ability Context [36]
Return Value  Abl Custom Task Scratch Pad Object Reference  The Scratchpad of this Task [37]

GetTaskEndTime[edit]

Nd img GetTaskEndTimeBP.png

Returns the end time of this Task.

Target  Abl Custom Task Object Reference  None
Return Value  Float  The end time of this Task.

GetTaskLength[edit]

Nd img GetTaskLengthBP.png

Returns the length (end - start) of this Task.

Target  Abl Custom Task Object Reference  None
Return Value  Float  The length of this Task.

GetTaskStartTime[edit]

Nd img GetTaskStartTimeBP.png

Returns the start time of this Task.

Target  Abl Custom Task Object Reference  None
Return Value  Float  The start time of this Task.

Animation[edit]

Play Ability Animation[edit]

Nd img UAnimGraphNode AbilityAnimPlayer.png

Allows for the dynamic playing of animations using the Play Animation task.

Pose  Pose Link Structure  None