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Adding New Ability

Ability is same as skill, you could create many behaviour as you want, the ability can also apply some gameplay effect, require cost, apply cooldown, etc.

You can read more about Ability here.

  • Create a Blueprint Class derived from AGASGameplayAbility.
  • For example, we will create GA_AttackSelf (looks dumb but we should choose an easy ability XD).
  • On the Class Defaults, you will also see Agate GAS section.
    • Ability Input ID: is used to be identifier as the input (passive skill should not required this, leave it to None), not bound to Input directly, but you can set in manually.
    • Activate on Granted: which means the ability will automatically run when its granted to the character, as like passive skill.
    • Cost Multiplier: is used to multiply the Cost value in Gameplay Effect, will explained more later.
    • Cooldown Duration: is used to be as cooldown duration.
    • Cooldown Tags: is unique tag that ability has for cooldown marker, you can make it unique if you want the cooldown is in every skill, but you can also make it based on the skill slot, whatever you need.
    • Effect Containers: is used to be Gameplay Effect, that make you easily to group the GE, such as when you need to apply GE to enemy, you just group it to enemy effect container, and apply it in Blueprint just by their tag.
  • For now,