Focused reference · Unreal Engine 5.8
Ability patterns
Instant self ability
Example: heal, stance toggle request, short utility action.
- Try activation.
- Commit.
- Make outgoing effect spec with ability level/context.
- Apply to self or resolved target on authority/predicted supported path.
- Trigger cosmetic cue.
- End.
Montage-driven melee
- Activate and commit at the chosen commitment point.
- Start a montage Ability Task.
- Open damage window from a gameplay event/notify path owned by the ability.
- Server validates hits and applies effects once per valid target/window.
- Close the window.
- End on montage completed, blended out, interrupted, or canceled; distinguish paths where recovery/cooldown rules differ.
Target-confirmed projectile
- Activate into targeting state without spending if design permits cancellation.
- Ability Task waits for confirm/cancel and produces target data.
- Server validates origin, direction/range, target legality, and fire rate.
- Commit.
- Spawn the authoritative projectile or apply the validated result.
- End; clean up reticle/target actor on every path.
Do not assume a client-predicted spawned Actor automatically rolls back.
Charged ability
- Activate and record charge start in an instanced ability/task.
- Wait for release, cancel, maximum charge, or interruption.
- Compute charge from server-valid timing or bounded client data.
- Commit on release.
- Put charge magnitude into a SetByCaller value or level/context as designed.
- Apply effect, feedback, and end.
Channeled ability
- Commit initial activation.
- Apply an active state tag/effect.
- Use tasks/effects for periodic work; do not create uncontrolled Tick logic.
- Stop on input release, insufficient resource, blocking tag, death, invalid target, or external cancel.
- Remove non-effect state and end.
Passive ability
- Define grant and activation trigger.
- Apply persistent effects or register bounded event listeners.
- On removal/end, remove active effects by retained handle and unregister listeners.
- Test loadout swaps, respawn, duplicate grants, and reconnect.