Skip to main content

Effects Per Phase

This section just another bonus of using Phase system. You can define which and when a Gameplay Effect will be applied and when to remove it. It is pretty straightforward but very powerful.

Example use of Effects Per Phase

Given example is the class of GA_MeleeAttack. In the project I want my character to lock it's rotation while attacking and in the initial phase of the action I want the character to be stationary but fast while attacking. As you can see If this would be done in the ability event graph, this would easly cause a sphagetti blueprint but with this method it is very easy to create and edit this kind of behaviours.

Effect Per Phase

As you can see in the Queueable Ability childs you have a map that you can populate in the details panel. Every element key will determine which phase the "value" effects will be applied. In the values you have 3 fields:

  • Remove on Phase: the applied effect will be removed in this phase.
  • Effect: The class of effect that will be applied.
  • Level: This will be the level of the applied effect.
note

If a ability gets removed, all the applied effects will be removed also.