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Making GameplayTasks in Blueprint


I'm trying to make a Blueprint based Gameplaytask to run some logic, but I can't seem to derive from this directly. Even after converting the project into C++ and adding GameplayTask as a module I don't see it. Looking at the code it's not defined as "Blueprintable" (only as BlueprintType) so I wonder if there is any such support for Blueprint Gameplaytasks?

My fall-back is to roll my own Gameplaytask_BlueprintBase for this.



Product Version: UE 4.18
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asked Jan 16 '18 at 12:20 AM in Blueprint Scripting

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Tom Looman
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Hi Tom! Haven't I seen you somewhere? ;)

You're way better at this stuff than I am, so it may be hubris to think I'd be of any help. Still, it can't hurt so I poked around in the source a little. It looks like everything task related is implemented in C++. A comment in AbilityTask.h mentions a "K2Node_" function. It looks like that's how they interface to blueprints.

The K2 stuff is all magic to me, so yeah, a C++ blueprint-base is how I'd go.

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answered Jan 16 '18 at 01:06 AM

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avatar image Tom Looman Jan 16 '18 at 09:00 PM

It does indeed look like it has no BP support by default, I'll look more into the AbilityTasks although that looks to be 'ability system' only, but I'll look more into that direction. Thanks for taking the time to look into it!

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