Gameplay Ability Activate Fail Tags
See section in tranek readme. See
UAbilitySystemGlobals
andUGameplayAbilitiesDeveloperSettings
- The
IsDead
fail version is deprecated since 5.5. - The
XXXName
versions are deprecated, use the var withXXXTag
. ActivateFailCanActivateAbilityTag
was also added (inUGameplayAbilitiesDeveloperSettings
but falls in theAbilitySystemGlobals
ini section)
Here are is the updated tags to declare and to set in the settings:
# in your gameplay tags .ini file
# Note: The tags can be renamed
+GameplayTagList=(Tag="Activation.Fail.CanActivateFailed",DevComment="TryActive failed due to GameplayAbility's CanActivateAbility function (Blueprint or Native)")
+GameplayTagList=(Tag="Activation.Fail.OnCooldown",DevComment="TryActivate failed due to being on cooldown")
+GameplayTagList=(Tag="Activation.Fail.CantAffordCost",DevComment="TryActivate failed due to not being able to spend costs")
+GameplayTagList=(Tag="Activation.Fail.Networking",DevComment="Failed to activate due to invalid networking settings, this is designer error")
+GameplayTagList=(Tag="Activation.Fail.BlockedByTags",DevComment="TryActivate failed due to being blocked by other abilities")
+GameplayTagList=(Tag="Activation.Fail.MissingTags",DevComment="TryActivate failed due to missing required tags")
# in your DefaultGame.ini file
# values can either be XXX=(TagName="Your.Tag") or XXX=Your.Tag
[/Script/GameplayAbilities.AbilitySystemGlobals]
ActivateFailCanActivateAbilityTag=(TagName="Activation.Fail.CanActivateFailed")
ActivateFailCooldownTag=(TagName="Activation.Fail.OnCooldown")
ActivateFailCostTag=(TagName="Activation.Fail.CantAffordCost")
ActivateFailNetworkingTag=(TagName="Activation.Fail.Networking")
ActivateFailTagsBlockedTag=(TagName="Activation.Fail.BlockedByTags")
ActivateFailTagsMissingTag=(TagName="Activation.Fail.MissingTags")
You can see those tags being used on the second ability system category