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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/UGameplayAbility
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h |
| Include | #include "Abilities/GameplayAbility.h" |
UFUNCTION&40;BlueprintImplementableEvent, Category&61;Ability, DisplayName&61;"ActivateAbility",
Meta&61;&40;ScriptName&61;"ActivateAbility"&41;&41;
void K2_ActivateAbility&40;&41;
Remarks
ActivateAbility
The main function that defines what an ability does. -Child classes will want to override this -This function graph should call CommitAbility -This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph. In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.