AbilitySystem.Ability.Activate
AbilitySystem.Ability.Activate
#Overview
name: AbilitySystem.Ability.Activate
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help:
[-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.
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>"));