Able Ability System Info and Support Thread

  • You can just check if the Actor is currently playing an active ability or just blindly fire it and it’ll fail (since you can only have one active ability playing at a time).
  • The only Ability portion that checks input is the Input Conditional for channeled Abilities, otherwise it’s entirely up to you how you want to bind input to an Ability - in most my examples I just explicitly bind an input to a specific Ability because it’s easier for people to understand.
  • The first time you open the Editor it asks you for a Mesh for the Preview Actor which is show in the Editor, you shouldn’t be seeing it set that asset already.