Concept: Ability Subclasses
Four shapes ship so you do not re-implement them. Each is a normal UCrimsonGameplayAbility subclass you can further subclass in Blueprint.
| Class | Shape | Key state tag |
|---|---|---|
UCrimsonGameplayAbility_WithCastTime | Wind-up, interruptible, configurable commit point. | Ability.State.Casting |
UCrimsonGameplayAbility_Toggle | On until pressed again. | - |
UCrimsonGameplayAbility_Charges | N uses that refill. | Ability.ActivateFail.Charge.OutOfCharges |
UCrimsonGameplayAbility_Channeling | Ticks while held, optional movement break. | Ability.State.Channeling |
Abilities used as combo steps must derive from UCrimsonGameplayAbility
The combo controller cancels steps through Crimson-specific paths. A plain
UGameplayAbility used as a step is silently skipped by cancellation, so the previous step never ends.See also
- How-To: Make a Cast-Time Ability
- How-To: Use Toggle, Charges and Channeling