Comments (3)
Sorry, I found this class which perfectly answers my question.
UGDGA_FireGun
from gasdocumentation.
So in your UGDGA_FireGun class,
you didn't override the CanActivateAbility function, so it means that the ability will be activated as my times the user clicks. -> Fine as per the Gun requirement.
So what happens to the montage task which is already doing its task and upon activation of ability one new montage task is executed.
Will the old montage task will fire onInterrupted event.
from gasdocumentation.
Hi, please keep GitHub repository issues related to actual problems with the project itself. If you have questions about GAS, try the Unreal Engine forums, AnswerHub, or Unreal Slackers Discord.
from gasdocumentation.
Related Issues (20)
- 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
- Modifier tag filter is not available.
- Question : ASC not available in the player BP
- UE5.3 - AttributeSet Generated Error
- Bug activation stun gameplay cue
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