Documentation: Usage - lucoiso/UEModularFeatures_ExtraActions GitHub Wiki
MF Extra Actions: Add Abilities
Screenshot from Project Elementus
- Target Pawn Class: Pawn class that will receive the abilities.
- Require Tags: Required tags that this actor should own to apply the game framework.
- Input Binding Owner Override: Class that implemented the IMFEA_AbilityInputBinding interface.
- 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
Screenshot from Project Elementus
- Target Pawn Class: Pawn class that will receive the abilities.
- Require Tags: Required tags that this actor should own to apply the game framework.
- Attribute: AttributeSet class to add.
- Initialization Data: DataTable containing Attributes MetaData to initialize attributes.
MF Extra Actions: Add Effects
Screenshot from Project Elementus
- Target Pawn Class: Pawn class that will receive the abilities.
- Require Tags: Required tags that this actor should own to apply the game framework.
- 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
Screenshot from Project Elementus
- Target Pawn Class: Pawn class that will receive the abilities.
- Require Tags: Required tags that this actor should own to apply the game framework.
- Input Binding Owner: Class that will own this input binding and/or implemented the AbilityInputBinding interface.
- Input Mapping Context: Enhanced Input Mapping to add to target.
- Mapping Priority: Enhanced Input Mapping priority.
- 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
Screenshot from Project Elementus
- Target Level: Map where this actor will be spawned.
- 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.