urielnbs:
Hello!
For a melee ability, range is calculated based on the targeting setup. But if I’m playing a montage and targeting should only occur at a certain time (ie, when a sword swing is happening), then I don’t want to have the target logic running right away and instead, I’d probably use a custom collision query task (ie. “cone trace”).
But in that case, the ability won’t have a range, since I have a “custom targeting strategy”. Is there any way to have a collision task used for target acquisition, but also have the ability range set to a value? Or instead, have the default target logic only running at a later moment?
On C++ side, the getRange method is not virtual and I cannot write a custom logic there too.
What could I do in that case?
Range doesn’t do anything (besides the AI “Is In Range” decorator ). The Range value is inherited and you can even overload it at runtime now and just toss in whatever Blueprint logic you want for the range.