Documentation: Usage - lucoiso/UEModularFeatures_ExtraActions GitHub Wiki

MF Extra Actions: Add Abilities

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Screenshot from Project Elementus

  1. Target Pawn Class: Pawn class that will receive the abilities.
  2. Require Tags: Required tags that this actor should own to apply the game framework.
  3. Input Binding Owner Override: Class that implemented the IMFEA_AbilityInputBinding interface.
  4. Ability Mapping: Abilities to add and they binding settings.
    4.1. Ability Class: Gameplay Ability class to add.
    4.2. Input Action: Enhanced Input Action to bind to ability activation.
    4.3. Ability Level: Ability level to add to target ability system component.
    4.4. InputID Value Name: The same as Display Name in your InputID Enumeration Class.

MF Extra Actions: Add Attribute

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Screenshot from Project Elementus

  1. Target Pawn Class: Pawn class that will receive the abilities.
  2. Require Tags: Required tags that this actor should own to apply the game framework.
  3. Attribute: AttributeSet class to add.
  4. Initialization Data: DataTable containing Attributes MetaData to initialize attributes.

MF Extra Actions: Add Effects

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Screenshot from Project Elementus

  1. Target Pawn Class: Pawn class that will receive the abilities.
  2. Require Tags: Required tags that this actor should own to apply the game framework.
  3. Effects Mapping: Gameplay Effects to add and they settings:
    3.1. Effect Class: Gameplay Effect class to add to target.
    3.2. Effect Level: Gameplay Effect Level that will be passed to target ability system component.
    3.3. Set by Caller Params: Set by Caller parameters to pass to this gameplay effect.
    3.3.1. Key (Gameplay Tag): Set By Caller tag.
    3.3.1. Value (Float): Set By Caller float value.

MF Extra Actions: Add Enhanced Input Mapping

image
Screenshot from Project Elementus

  1. Target Pawn Class: Pawn class that will receive the abilities.
  2. Require Tags: Required tags that this actor should own to apply the game framework.
  3. Input Binding Owner: Class that will own this input binding and/or implemented the AbilityInputBinding interface.
  4. Input Mapping Context: Enhanced Input Mapping to add to target.
  5. Mapping Priority: Enhanced Input Mapping priority.
  6. Action Bindings: Enhanced Input Actions that will be binded to target and they settings.
    6.1. Action Input: Enhanced Input Action to bind.
    6.2. Ability Binding Data: Ability binding informations that could be passed if the user wants to bind this action input to a ability activation without pass a Gameplay Ability.
    6.2.1. Setup Ability Input: If true, will bind this Input Action with the respective binding mode via IMFEA_AbilityInputBinding interface.
    6.2.2. InputID Value Name: The same as Display Name in your InputID Enumeration Class.
    6.2.3. Ability Tags: The ability tags of the ability we are trying to bind to this action.
    6.2.4. Ability Class: The class of the ability we are trying to bind to this action.
    6.2.5. Find Ability Spec: If true the plugin will try to find a existing ability spec with the specified ability class (Must specify the ability class!).
    6.3. UFunction Bindings: Binding informations to pass with this Input Action, this is necessary to bind this action to existing functions.
    6.3.1. Function Name: UFunction name that this Input Action will bind.
    6.3.2. Triggers: Trigger array referred to binding management.

MF Extra Actions: Spawn Actors

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Screenshot from Project Elementus

  1. Target Level: Map where this actor will be spawned.
  2. Spawn Settings: Array containing actors spawning settings.
    2.1. Actor Class: Actor class to spawn.
    2.2. Spawn transform: Initial transform that will be applied to the spawned actor.