It is unfortunate that it isn’t a simple 3 step process. The main thing is selecting the card you wish to target that adds the complication. The ability itself would be really simple or mostly copied from other example abilities included and just telling it the card (Casting to the Controller and getting the held reference) instead of randomly selecting one.
I am not aware of any additional tutorials or content created for the toolkit, but if there is I would be really excited to hear about it!
Thanks Loose_Moose! I appreciate the feedback. I do agree, after the initial tutorials there is some assumed engine knowledge which I will keep more of an eye on moving forward.
To your questions… There are two stages for creating your own custom triggers…
Adding your trigger to the AbilityTrigger_Enum (/CCGToolkit/Blueprints/Enums/Gameplay_Enums/AbilityTrigger_Enum.AbilityTrigger_Enum’)
Calling the RunActiveAbility macro in the 3DCard actor
Once you have added the ability trigger it will appear in the macro’s list for you to call however you like. For example: