[GameplayAbility] Gameplay Tags

    https://docs.unrealengine.com/en-us/Gameplay/GameplayAbilitySystem/GameplayAbility

    https://stackoverflow.com/questions/52797736/unreal-gas-when-a-gameplayability-is-considered-as-executed

    Gameplay Tags:

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    they can even wait for client and server to sync up to a certain point. This means that an ability must not immediately be done after the initial activation frame, but may consist of one to several different time-consuming processes before finally being finished.

    它们甚至可以等待客户端和服务器同步到某一点。这意味着一个能力不能在初始激活框架之后立即完成,但是在最终完成之前可能包含一个到几个不同的耗时过程


    This comes at a small price though, because an ability activation always needs to directly or indirectly call EndAbility to announce that its Activation has ended. By default you will be unable to trigger an activation past the first one

    但这需要付出很小的代价,因为激活能力总是需要直接或间接调用EndAbility来宣布激活已经结束。默认情况下,您将无法触发超过第一个激活的激活


    (though there is an option to be able to reset a running ability when pressing the activate-button)and it will be considered permanently active for all intents and purposes.This may mess with other abilities or aspects of the system。You must also manually call "Commit Ability" within the ability activation, which checks for and applies the likes of cost and cooldowns.

    (虽然有一个选项可以在按激活按钮时重置一个运行能力),它将被认为是永久活动的所有意图和目的。这可能会干扰到系统的其他能力或方面,您还必须在能力激活中手动调用“提交能力”,它检查并应用成本和冷却等功能。

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