[Help] Add Abilities at Runtime - Lyra Project

Hi, your solution made me think in a different direction towards minimum C++ modification. Guided by your example, I granted all abilities in the ability set. Then, I created a simple blueprint interface that gets an array of granted abilities classes updated after the event possess (based on selected class in the main menu). Then, I modified the function Can Activate Ability that checks if that particular ability is contained in the Ability Loadout Array. That’s it. Problem solved. And I am still benefiting from all input tags and tags relationships necessary for remote activation. Thank you.

Similar results would also work with gameplay tags granted by childs of GE_DynamicTag.

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