Closed Packetdancer closed 8 months ago
I just went ahead and added the rest of #22 to this pull request.
There's now an FGMCGameplayElementTagPropertyMap
which can map changes to the active tags to a blueprint property automatically, utilizing the filtered tag change delegates. Each individual mapping supports taking a gameplay tag container and mapping it to one property on the blueprint which owns the property map.
true
or false
depending on whether the active tags contain any of the tags in the gameplay tag container.Tag matches are not exact, so you can map a parent tag and it will match the children.
This also adds an UGMCAbilityAnimInstance
animation blueprint parent, which automatically populates a convenience reference to the owning actor's ability component, and has a property map built in.
Additionally, because there's no way to have an appropriate detail widget for this otherwise, there's now a GMCAbiltySystemEditor
module which contains a property detail customization to allow editing the property mapping.
Pax this is insanely impressive. Thank you.
This is amazing. Thanks a huge ton ! 😍 Can't wait to use this
This is an actual feature addition, separate from the cleanup PR, and adds several things:
OnActiveTagsChanged
delegate, called when the active tags change at all.WaitForGameplayTagChange
ability task, powered by the above.The second of those is also necessary to (properly) create a GMCAbilitySystem equivalent to GAS's ability to map tag filters to blueprint properties and have them automatically updated, which is kinda useful in general and very useful in animation blueprints specifically.