Hello All,
I’ve been playing around with the GameplayAbility system. So far I’ve managed to enable the system via defaultengine.ini settings. I can attach an AbilitySystemComponent to my character, load up some custom Attributes from a DataSet, create some Effects, and directly apply the effects to modify the attributes. I can do all of the above in both C++ and BP and it works and it is pretty neat!
What I cannot seem to grok for the life of me is how to get any GameplayAbility to run at all. I cannot figure out how they are instanciated or activated. I’ve dug thru the code and see functions here and there but not how to call them.
My main two questions are:
-
I have created a very simple non-instanced BP ability that does nothing but print “Hello World”. How can I activate this in BP? I think I need to “give it” to my AbilitySystemComponent but there doesn’t seem to be a node for this.
-
I also see there is a CharacterJump example ability in C++. How can I use this to make a character jump? I know this question is similar to above but maybe someone has already done it?
Hope to hear from someone on this,
Thanks