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Create a custom ability

Use this procedure to create a dash ability with the Gameplay Ability System in Motion 1.6.

Create the Gameplay Ability Blueprint

  1. Create a Blueprint with the Gameplay Ability parent class.
  2. Implement ActivateAbility.
  3. Before CommitAbility, add project conditions that can prevent activation.
  4. Call CommitAbility.
  5. Add the dash logic.
  6. Call EndAbility.

The GameplayEffect in Cost Gameplay Effect Class handles the ability cost.

Dash ability graph

Add the ability trigger

  1. Open Class Defaults for the ability.
  2. Add an entry to Ability Triggers.
  3. Set Trigger Tag to InputTag.Dash.
  4. Set the applicable Trigger Type.
  5. Save the ability.

Set up ability input

  1. Create an Input Action.
  2. Duplicate the supplied Input Mapping Context into project content.
  3. Add the Input Action to the duplicated mapping context.
  4. Assign an input key.
  5. Assign the duplicated mapping context to the character Blueprint.

Keep project changes in the duplicate. A Motion update can replace supplied plugin assets.

  1. Duplicate IC_Default into project content.
  2. Open the duplicated MotionInputConfig.
  3. Add the ability to Tagged Ability Actions.
  4. Assign InputTag.Dash to the action.
  5. Assign the duplicated config to the character.
  6. Save the assets.
  7. Start PIE and activate the dash input.

See the Unreal Engine Gameplay Ability System documentation for more information.

Motion - Advanced First Person Character Controller