Eicosanol
(Eicosanol)
May 23, 2017, 1:47pm
78
For a list of all current effects you can query the tags on that player. If you’re finding you need to do this a lot then I think you should step back for a minute and think about whether you can do it in a more modular way. I have a lot of status effects in a fairly standard dungeon crawler and the only time I iterate over all the tags/effects is when I’m debugging.
For time remaining of effects you can use one of several methods like:
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TArray<float> GetActiveEffectsTimeRemaining(const FGameplayEffectQuery& Query) const;
but this method isn’t exposed to blueprint and for HUD icons of status effects (like slow or burning or whatever) you might be want to put it in the cue.
since cooldowns are effects, you can use the same system to get time remaining for cooldowns. There is a convenience method
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UFUNCTION(BlueprintCallable, Category = Ability)
float GetCooldownTimeRemaining() const;
Could you expand a bit on this? How would you go about making a HUD with cooldowns? Or tie things to the HUD in general. Is it possible with blueprints?