Skip to main content

D. Assign Cooldown in Ability

Cooldown in Ability, basically is also a Gameplay Effect with duration and tag are set. But in AgateGAS, we've created a modular Cooldown that also have linked to the Ability, you can find it on Content/AgateGAS/Blueprint/Attribute/GE_Cooldown.

  • Let's move to the GA_AttackSelf, adjust the Cooldown Duration and Tags.

    image.png

    We will set the duration for 5 and the tags is unique each ability. I recommend you to use Cooldown. as its prefix to make you easier to grouping the tag, because when your project grows up, I'm sure there are so many tags XD. You must not define the tags unique each ability, as I can say before, you can also define that based on ability slot maybe, for example Cooldown.Attack which means you can't use any ability in Attack input, it's up to you.
  • After that, go to Cooldowns section, assign the Cooldown GE with GE_Cooldown.

    image.png

  • Okay let's just try execute the ability.
  • You can't spammed your skill again when you hold the attack button, you have to wait in 5 seconds.

Listen for Cooldown Changed

  • You can also Listen for Cooldown Changed in any blueprint (should be useful for UI).
  • Let's create some sample function in Character.

    image.png

  • Let's just play, and you will see there are some log when the cooldown begin and end.

    image.png

    image.png