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Abilities
Gameplay abilities represent reusable actions such as sprint, reload, dash, interaction, and weapon fire. The ability system owns grants, activation, cancellation, input bindings, costs, cooldowns, and tick-safe coroutine execution.
Execution model
- Authority — State Authority grants authoritative abilities and commits costs and gameplay results.
- Prediction — abilities with
LocalPredictedpolicy may execute on Input Authority and must be rollback-safe. - Replicated — grants, active state, cooldown/effect state, costs, and resulting actor changes.
- Local only — activation sounds, particles, camera shake, targeting reticles, and failure messages.
Build an ability in four steps:
- derive from
GameplayAbility; - validate state in
CanActivate; - perform tick-safe work in the ability execution path;
- grant it through the character, an item fragment, or equipment.
Use ability tags for blocking and cancellation. Use Gameplay Effects for costs and cooldown state so the same validation is visible to authority and prediction.
The complete activation example and inspector placeholders are in Gameplay Abilities.
Next: Attributes & Effects.