Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsGameplayAbilitySystem Category: Abilities
Activates a gameplay ability by class on the bound actor’s Ability System Component and keeps the task running until that specific ability instance ends. The task handles both InstancedPerActor and InstancedPerExecution instancing policies correctly. NonInstanced abilities (deprecated since UE 5.5) are not supported and will cause the task to fail with an error.
Bind this to the actor whose Ability System Component should activate the ability.
The UGameplayAbility subclass to activate.
When enabled the activation request is also forwarded to remote clients (non-authority). Default is true.
When enabled the task automatically fails after Timeout Seconds if the ability has not ended on its own. Default is false.
The maximum time to wait for the ability to end, in seconds. Only active when Use Timeout is enabled. Default is 10.0.
When enabled the task completes with Failed status if the ability is cancelled rather than completing normally. Default is false.
When enabled the task cancels the tracked ability instance when the state exits before the ability ends (for example due to a higher-priority transition). Default is false.
OnAbilityEnded callback fires and immediately signals task completion via the async execution context.OnAbilityEnded callback or the timeout timer. There is a one-frame delay between the ability ending and the task completing.If the actor has no Ability System Component, the ability class is invalid, or the ability uses the NonInstanced policy, the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option inherited from FStateTreeTools_TaskCommon.