Able Ability System Info and Support Thread

  1. That’s only for functions. Variables should be inherited if you set them to be (I assume BP allows that).
  2. Yes, Actives are limited to “one at a time” because it’s such a common use case. Rather than have some looping ability for Race, I would likely just have an Ability that runs when the Player starts (OnBeginPlay or some such), and just have it apply the tag. You can re-apply the Ability on level up if you expect it to do something fancy on certain levels, etc.
  3. I don’t understand this question. You should be passing in an Ability Class -> Get Ability Object From Class -> Create Context -> Activate Ability. Are you asking if you can do it in C++? Sure. Everything that runs in BP is actually just C++ under the hood. Just grab the UClass for the Ability -> Grab the CDO -> Create Context -> Call Activate Ability on the Ability Component.