Comments (2)
Sounds good. Incidentally, I got it working in C++, I had missed the step to set the StartLocation of the SpawnedActor instance after calling WaitTargetData.
// Get Player & Show HUD Message
AXBZTGasSandboxCharacter* Player = CastChecked<AXBZTGasSandboxCharacter>(ActorInfo->AvatarActor.Get());
Player->ShowAbilityConfirmCancelText(true);
// Create WaitTargetData
UAbilityTask_WaitTargetData* WaitTargetData = UAbilityTask_WaitTargetData::WaitTargetData(this, FName("Place WaitTargetData"), EGameplayTargetingConfirmation::UserConfirmed, InTargetClass);
AGameplayAbilityTargetActor* SpawnedActor;
//To reiterate, K2Node_LatentGameplayTaskCall only does automagic sorcery for Blueprint.
// In C++, we have to manually call ReadyForActivation(), BeginSpawningActor(), and FinishSpawningActor().
WaitTargetData->ReadyForActivation();
WaitTargetData->BeginSpawningActor(this, InTargetClass, SpawnedActor);
WaitTargetData->FinishSpawningActor(this, SpawnedActor);
FGameplayAbilityTargetingLocationInfo TargetingLocationInfo = MakeTargetLocationInfoFromOwnerActor();
// Set targeting location to the front and ahead of the Player
TargetingLocationInfo.LiteralTransform.SetLocation(Player->GetActorForwardVector() * 200 + TargetingLocationInfo.LiteralTransform.GetLocation());
//Assign TargetingLocationInfo to Targe Actor Instance - this is what I was missing
SpawnedActor->StartLocation = TargetingLocationInfo;
from gasdocumentation.
Hello. I wouldn't call the custom channel and profile critical, but that AbilityTask does need a Trace Profile that collides (blocks) with the ground (World Static/Dynamic).
Custom channels and profiles are up to the developers. Most games will make their own channels for things like hitscan bullets and projectiles. Some games might reuse those for abilities or make their own separate ones for abilities. Some games may want their abilities to ignore other abilities in flight or they may want their fireballs to collide with each other. That's more of a general UE4/design thing and less of a GAS thing so I will not include it in the docs as it's very game specific.
from gasdocumentation.
Related Issues (20)
- [Question] GE Cooldowns causing drops in RoF conditions HOT 4
- Stamina on client drains atlest and 2x speed.
- Doc section 4.6.2 FGameplayAbilityInputBinds FString enum deprecation HOT 1
- [Question] How can I use GAS with Enhanced Inputs? HOT 4
- Build issue on Unreal Engine 5.1.1
- Possible unnecessary cast in PlayMontageAndWaitForEvent HOT 2
- StaticLoadClass DamageNumberClass doesn't work when packaged HOT 1
- PlayMontageAndWaitForEvent doesn't work on clients HOT 5
- Suggestion to add Gameplay Event/GameplayEvent section, more information about them and example uses
- Clamping value on PreAttributeChanged not working on client
- CDOing AttributeSet in constructor results in garbage collection
- Suggestion for section 4.11.2 (custom target actor confirmation type)
- How to load cues from a Plugin Content folder path? HOT 2
- Output Modifiers in Gameplay Effect Execution Calculations Cannot Modify Source Attributes HOT 1
- AsyncTaskCooldownChanged node's call back too long HOT 1
- UAsyncTaskCooldownChanged HOT 1
- Load gameplay tags from .ini in a Plugin/Config folder HOT 6
- Gameplay Effect Components added in UE5.3
- Suggestion to add explanation on how to setup "InitAttributeSetDefaults()"
- OnAvatarSet called with player state HOT 1
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