Poking at the ability system for Ludum Dare 41 trying to make the gameplay ability system ready for 2D.
(I’m not making much progress, so I decided to at least record what I’ve learned)
resources:
https://wiki.unrealengine.com/GameplayAbilities_and_You#AttributeSet
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/116578-comprehensive-gameplayabilities-analysis-series
So it looked like task #1 was to make a gameplay task that played a flipbook
instead of an anim montage.
To do that properly, I needed to add my own data to the ActorInfo
variable that’s passed around throughout the ability system.
So let’s chase down some code!
So this says can be configured per project, and that you can override UAbilitySystemGlobals::AllocAbilityActorInfo
. What it means is you can add an entry like this to your defaultgame.ini
This tells the ability system globals to use the class here for its globals instance – which you can subclass like so:
This lets you define your own AllocAbilityActorInfo() which you can stuff a custom FGameplayAbilityActorInfo into like so:
And now in your new subclass of FGameplayAbilityActorInfo you can override InitFromActor() to init your new variable: