Closed LeoFabre closed 1 week ago
Similar to GAS, I was planning on adding a way to remove abilities by tag. I believe GAS has a property for Effects that's "Cancel Abilities With Tag".
This should actually be closed out, as RemoveEffectByTag
has been in place for a while now!
Wait, I misread this, it's ability and not effect. :|
Is now PR #64
Is now PR #64
Very cool, thanks !
Looking at the code, it looks like it's by tag and not by class, but actually having it by tag is more powerful.
There is both.
UFUNCTION(BlueprintCallable, DisplayName="End Abilities (By Tag)", Category="GMAS|Abilities")
// End all abilities with the corresponding tag, returns the number of abilities ended
int EndAbilitiesByTag(FGameplayTag AbilityTag);
UFUNCTION(BlueprintCallable, DisplayName="End Abilities (By Class)", Category="GMAS|Abilities")
// End all abilities with the corresponding tag, returns the number of abilities ended
int EndAbilitiesByClass(TSubclassOf<UGMCAbility> AbilityClass);```
Title says it all ! Can be useful to have if you activate several abilities that are children of the given class for example.
I might implement this myself later, leaving this as a TODO :)