Okay so I’ve found a workaround for 1) just make the ability that will be activated during another ability passive
and for 2) ive already listed some solutions, i guess i’ll just try around with that and take whatever works best
but does anyone have a solution for my third question? is this something Able supports or do I have to write my own logic for that?
and about casting Abilities: what if one player has - lets say - a powerUp that lets him cast 50% quicker for a short amount of time.
That would mean reducing the length of an Able Ability by 50% for one player but not for the other. Any way to achieve this within Able?
As far as i can tell you can only “get Length” of an Ability, but never set it (in Blueprints). Any chance this will ever be introduced? (maybe as a “length scale”?)
The only current solution I would find is to craft a custom Cast-time System and fire a 0.0001 second Able Ability at the end of the cast.
However that would make me have to do all the networked Animations, Sounds, Particles etc…, which Able does so beautifully, myself.