Making a modular GameplayAbility

hey guys, i have a little question to a gameplay mechanic i want to implement…

The idea: A Skill (e.g. Fireball ) that can be executed in different ways:

-straight fireball
-aoe fireball rain
-splitted fireball into 2 or more in an angle

Is there any noncoding way?
gameplay tasks?
Actor components?

every help is super appreciated :slight_smile:

I think you have to do it with coding ( BP ), but it’s pretty simple.

Are you ok with BP?

blueprinting is no problem, but this is getting messy very fast :smiley:

Not really. How are you currently making the effect happen?

not done yet , just gathering ideas for the technical part ^^, but for now i think the good old “SwitchOnEnum” will seal the deal here :slight_smile:

Hi - well, that’s a million ways of doing it, and it also depends on how you’re making the even happen in the game. But I’d recommend ‘random in in range’ followed by ‘swtich on int’, and then ‘spawn actor’…

It’s very easy, but gets a little harder when you want to attached the effects to a socket, or something like that.