Swapping off and back onto items with the fort_item_ability_component ignores ''cooldowns''

Summary

If u have for example a held item template which has the fort_item_ability_component and you add a ‘‘equipped ability’’ which for this example applies the ice effect to a target on the reticle you can swap off of it and back onto it to ignore the ‘‘time’’/‘‘cooldown’’

to be a bit more exact, we are able to add a empty ability which just uses the time section to add a fake/artificial cooldown to our abilities and that works great, until the player swaps off of the item and back onto it as it doesnt remember the time anymore and starts at 0 again

a fix for this would be for it to remember the time component for aslong as the item is in the inventory rather then just when equipped

however ideally there would be something like a ‘‘fort_ability_uses_point’’ and it would allow us to set a specific amount of uses (like the shockwave hammer, kinetic blade etc.) and have a recharge time (which ideally would show the timer on the item icon in the player’s inventory/quickbar) if they have no uses left.

this would allow us to set it to 1 use with a cooldown of 10 seconds and then the player could only use a ability once when the press the specific ability button.
Ofcourse this gets a bit more complicated when you introduce multiple abilities on one item that are activated with diffrent buttons and i would suggest it’d work similar to those 2 mentioned weapons so that we’d have atleast the option to do a proper cooldown.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Have UEFN opened in a project
Make a held item template (can be weapon aswell)
Add a fort_item_ability_component to it
In the fort_item_ability_component add a index to the ‘‘itemEquippedAbilities’’
Set its value to the fort_template_ability, and put its input to ‘‘asset_input_action’’ followed by a desired input like ‘‘WeaponPrimaryFire’’
Set the TargetQuery ‘‘fort_reticle_ability_target_query’’
Add a AbilityElement and set it to ‘‘fort_ability_status_effect_icy_feet_point’’ as its the easiest to notice and set its duration to 3.0

Right now the player can spam it as its longest ‘‘time’’ component is 0.0
So add a ‘‘fort_ability_sound_element_point’’ it can be any fort_ability point
Set its time to 5 seconds or the desired ‘‘cooldown’’ you want the ability to have
Place it in the level so you can get it and start the game

Expected Result

The player shouldnt be able to use the ability again within 5 seconds of using it

Observed Result

The player cant use the ability again if they keep holding onto it
But they can swap off of the item and back onto it to immediatly use it again

Platform(s)

PC
and all others that can run fortnite and play a map

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Additional Notes

i didnt know wether this is technically a bug or not but i figured i’d post it here anyway as not having a proper cooldown system isnt the greatest

FORT-1176197 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.