AbilitySystem.Ability.Activate

AbilitySystem.Ability.Activate

#Overview

name: AbilitySystem.Ability.Activate

This variable is created as a Console Variable (cvar).

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemCheatManagerExtension.cpp:590

Scope: file

Source code excerpt:

		}), ECVF_Cheat);

FAutoConsoleCommand DebugAbilitySystemAbilityActivateCommand(TEXT("AbilitySystem.Ability.Activate"), TEXT("[-Server] <TagName/ClassName/AssetName>. Activate a Gameplay Ability.\nSubstring name matching works for Activation Tags (on already granted abilities), Asset Paths (on non-granted abilities), or Class Names on both."),
	FConsoleCommandWithWorldArgsAndOutputDeviceDelegate::CreateLambda([](const TArray<FString>& Args, UWorld* World, FOutputDevice& OutputDevice)
		{
			if (Args.Num() < 1)
			{
				OutputDevice.Logf(TEXT("This command Activates an Ability.  If the Ability is not already granted, then it is activated on the server using GiveAbilityAndActivateOnce, which will remove it after completion."));
				OutputDevice.Logf(TEXT("Missing Arguments: <TagName or ClassName or AssetName>"));