UGameplayAbility::GetInstancingPolicy

The important functions: CanActivateAbility() - const function to see if ability is activatable.

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h

Include

#include "Abilities/GameplayAbility.h"

Syntax

EGameplayAbilityInstancingPolicy::Type GetInstancingPolicy() const

Remarks

The important functions: CanActivateAbility() - const function to see if ability is activatable. Callable by UI etc

TryActivateAbility() - Attempts to activate the ability. Calls CanActivateAbility(). Input events can call this directly.

            - Also handles instancing-per-execution logic and replication/prediction calls.

CallActivateAbility() - Protected, non virtual function. Does some boilerplate 'pre activate' stuff, then calls ActivateAbility()

ActivateAbility() - What the abilities *does*. This is what child classes want to override.

CommitAbility() - Commits reources/cooldowns etc. ActivateAbility() must call this!

CancelAbility() - Interrupts the ability (from an outside source).

EndAbility() - The ability has ended. This is intended to be called by the ability to end itself.

Accessors

Returns how the ability is instanced when executed. This limits what an ability can do in its implementation.