How or what will be a more better/efficient way to create skills ?
Ok so in my player the skills arent even in a function just on the event graph. I guess from your example above i should move them all in a separate functions ? And then call the functions later in the action bar slot / as well in the check bindings function? (check bindings function was in the player controller)
Are there any major downsides when im creating the skills in the player bp as it is right now ?
Edit: i see the functions all get called on the action bar slot and this slot should have 1 custom event that executes all the skill functions and thats going to “check bindings” on the player bp… Again is this having some bad downsides doing it like this? I think i can still change move the skills or manage them differently as long as i dont need to remake the whole skill system and tree again… i mean the skills are all separate and i can rework them if i can make them work any better at the end.
The best part comes from the EI since you can now map context Input Actions directly into the Actor Component if you so wish. No need to reroute input through a widget and so on.
This is not a tutorial, ofc. I’ve yet to take it for a spin in UE5 + EI - I’ve been using it for a couple of weeks only. There may be a snag I’m unaware of, ofc. But the whole point of EI was to simplify, organise and prioritise mapping.
Acctually there is a skill component but there was the basic logic how a skill get unlocked.
Maybe i should move the individual skills in there as well ?
Yup, each skill is an Actor Component. It has the logic, variables, knows how to upgrade itself, etc. Can be dynamically added to and removed from the player. It also works great for temporary buff / debuffs, imagine spawning something like this on the player (or enemy) and never needing to worry about anything else:
I’m still trying to make just an example skill work like the example above. And if it can be triggered by pressing 1 key when dragging it to action bar slot 1 or if it again triggers when i press any key on the actionbar. It is not working tough not sure why
It is not working as it seems i tryed all the different combinations. Looks like the one from your example works but as it was befor i can purchase the skill and it unlocks it but when dragged down to the action bar any key triggers it.
I have data table name and the roll name i tested with switching only to “Name” but that fails as well and the skill dont get recognized anymore so i need to use the data row name. Anyway im back as where i started unfortunatly. The action bar slot keys get recognized per print string correctly like pressing F key and it print strings F or 1, 2, 3… (and not pressing a key and print string all keys at ones or something like that) So not sure where the failure is that when i drag the skill it apply to all the keys and not only to the slot i dragged it to… Maybe there is a simple solution to this or we miss something somewhere…
I want to try this with the all skills on an actor component.
Do i need to store the actor component as a class ref in the data struct and should it be an array ?
I finally manage to make this working from your description back then
I just revisited this after a long time off and now finally it is done. All the skills now work when pressing a key with your method. I can even move them around or even change the key bindings and they still work with this method. Thx again this helped a lot.