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.

ClassShapeKey state tag
UCrimsonGameplayAbility_WithCastTimeWind-up, interruptible, configurable commit point.Ability.State.Casting
UCrimsonGameplayAbility_ToggleOn until pressed again.-
UCrimsonGameplayAbility_ChargesN uses that refill.Ability.ActivateFail.Charge.OutOfCharges
UCrimsonGameplayAbility_ChannelingTicks 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