Able Ability System Info and Support Thread

Sure, I’ll look at that. Those warnings shouldn’t stop you or anything, but yea, I’ll clean them up.

That project is so old at this point, that I don’t think so. The flow was this:

1.) Create a “Fireball” actor which just has a Projectile Movement Component.
2.) In Able, make a “Cast Fireball” Ability which uses the Spawn Actor Task to spawn the Fireball, make sure to enable “Fire Event” in the Task.
3.) In the Ability Blueprint for “Cast Fireball”, Overload On Spawned Actor, cast the Actor to your Fireball Actor, get the Projectile Movement Component, and set the homing target to whatever you want (You could grab that target using Able’s Targeting Code, Queries, etc).

Pretty simple overall. The Projectile Movement Component does all the work. Able just feeds it a few parameters.