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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilitySystemComponent
Syntax
UPROPERTY&40;ReplicatedUsing&61;OnRep_ActivateAbilities, BlueprintReadOnly, Transient,
Category&61;"Abilities"&41;
FGameplayAbilitySpecContainer ActivatableAbilities
Remarks
The abilities we can activate. -This will include CDOs for non instanced abilities and per-execution instanced abilities. -Actor-instanced abilities will be the actual instance (not CDO)
This array is not vital for things to work. It is a convenience thing for 'giving abilities to the actor'. But abilities could also work on things without an AbilitySystemComponent. For example an ability could be written to execute on a StaticMeshActor. As long as the ability doesn't require instancing or anything else that the AbilitySystemComponent would provide, then it doesn't need the component to function.