reznok / GMCAbilitySystem

An Unreal Engine plugin that adds an ability system to the General Movement Component plugin
MIT License
27 stars 12 forks source link

Allow specifying attribute tag for various values #78

Open monodop opened 1 month ago

monodop commented 1 month ago

I think it would be helpful if we could specify attribute tags for various hardcoded values in GMAS. I'm working on a proof of concept, but I'm curious if there's any technical or design blockers for this feature. I'm also super new to this project, so please let me know if there are better intended solutions for these use cases.

Here's some examples:

Effect Delay, Duration, Period

Example use cases:

Possible Issues:

Effect Modifier Value

Example use cases:

Possible Issues:

Cooldown Time

Example use cases:

Possible Issues:

Aherys commented 1 month ago

it's a nice idea.

For clarity, and further expension i would add an Enum for each category, allowing to choose between bounded to tag, or direct set.

This way you still have two field, but you will increase readibility for further collaborator.

monodop commented 1 month ago

For clarity, and further expension i would add an Enum for each category, allowing to choose between bounded to tag, or direct set.

Actually this pattern might be good for clamp, too. Right now, clamp is treated as disabled if either the min or max is 0, which means you can't set the min and max both to 0 at the same time.