Adding Proper UPROPERTY Categories, this ensure the plugin is able to compile from source engine build (Please, don't forgot to add them in your UPROPERTY).
Change in the EndAbility flow :
Task termination and state is now done is an private method (FinishEndAbility)
Adding CancelAbility, purpose is the same of EndAbility at the difference it doesn't trigger EndAbilityEvent
The choice of splitting function is to ensure a better understand for end user on blueprint side (GAS Like)
Check as TagRequirementsare now done in TryActivateAbility, before the instanciation from the CDO.
Adding PreExecuteCheckEvent() to allow end user to execute basic logic test like variable sanity check, and avoid ability execution if they fail (post instantiation)
Adding Helpers EndAbilitiesByTag, and EndAbilitiesByClass
Adding FGameplayTag Container CancelAbilitiesWithTag. It allow to End Active Ability with a tag (GAS-Like) on the start of a new ability (post-instantiation).
EndAbility
flow :FinishEndAbility
)CancelAbility
, purpose is the same ofEndAbility
at the difference it doesn't triggerEndAbilityEvent
TagRequirements
are now done inTryActivateAbility
, before the instanciation from the CDO.PreExecuteCheckEvent()
to allow end user to execute basic logic test like variable sanity check, and avoid ability execution if they fail (post instantiation)EndAbilitiesByTag
, andEndAbilitiesByClass
CancelAbilitiesWithTag
. It allow to End Active Ability with a tag (GAS-Like) on the start of a new ability (post-instantiation).