Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h |
Include |
#include "Abilities/GameplayAbility.h" |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=Ability, DisplayName="ActivateAbility",
Meta=(ScriptName="ActivateAbility"))
void K2_ActivateAbility()
ActivateAbility
The main function that defines what an ability does. -Child classes will want to override this -This function graph should call CommitAbility -This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph. In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.