I’m creating a function in my Gameplay Ability System parent class that depends on active tags of a certain tag parent, in this case “char.boost”. Depending on the children present I want to execute different logic.
i.e: char.boost.cooldownReduction and char.boost.slow are active so I would only execute their respective nodes.
I currently have something like this but this can’t be the best way of doing this.
Perhaps getting a list of tag’s children and then plugging that into a form of Switch ?
Thanks in advance