This tutorial walks you through the process of creating a custom ability task using a practical example. It provides an overview of what an ability task is, when you might want to use one, and details the basic components that make up an ability task.
https://dev.epicgames.com/community/learning/tutorials/Yav7/unreal-engine-creating-a-custom-async-ability-task
Great tutorial, very informative, thanks for sharing!
I have a question though that is not explained, and I can’t seem to find how to do this anywhere else…
When setting up the missile Blueprint, you override the Movement Component with the derived class UMissileMovementComponent. I know how to override components in c++ using ObjectInitializer.SetDefaultSubobjectClass, but have never seen it done in Blueprint before. (From my searches this seems to be a frequently requested feature, and I can understand why, as already evident from your example.)
Can you explain exactly how you did the Movement Component override in Blueprint?
To anyone wondering how to override Components in Blueprint, it turns out to be very easy. Open the Actor Blueprint, click on the component to override in the Components Tab. Then in the Details Tab under the Variable category, select the appropriate class for the component from the Component Class dropdown.