Able Ability System Info and Support Thread

  1. You should be able to right click on the event and “Add call to Parent Function” if you want to chain up to your parent class. Other than that, I’m not 100% sure how BPs use inheritence, but it should be that simple.

  2. They should be under the Custom Task section. The documentation is (finally) get some love during this fun lockdown, which is why you’re starting to see new art and such in a handful of pages.

  3. Once ever, or you don’t want it to stack? The former you’d just have to give it a hidden cost. Set some bool on your character that you persist and that bool being false is the cost basically, once the Ability is activated, you set the bool to true and save out the character data. If you just don’t want it to stack, then you don’t have to do anything. By default, Abilities can’t stack on each other. You have to mark them as passive and set a stack count if you want stacks (note: there isn’t really any difference between Active and Passive abilities under the hood, so having a Passive that works like an active is fine, and vice-versa).

  4. Just apply the stacks, when you go to calculate damage, or apply some secondary effect, just grab the total stacks on the Ability and do some simple math like by dividing the total stacks by 3, or use modular division, etc. You could also use a Datatable where the row is the stack(1 through whatever) and the column (5 do X, 7 do Y, 12 do Z) is what to do.