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UAbilitySystemComponent::TryActivateAbility

function GameplayAbilities Since unknown
#include "AbilitySystemComponent.h"
Access: public

Description

Attempts to activate a previously granted ability. Checks CanActivateAbility internally and handles client-side prediction if called on a client.

Signature

UE_API bool TryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation = true)

Parameters

Name Type Description Default
AbilityToActivate FGameplayAbilitySpecHandle Handle returned by GiveAbility identifying which ability to activate.
bAllowRemoteActivation bool If true, clients will send an RPC to the server to activate the ability with prediction. true

Return Type

bool

Caveats & Gotchas

  • A return value of true means the activation attempt was made, not that the ability finished or succeeded. ActivateAbility may still fail internally.
  • On clients with bAllowRemoteActivation=true, the ability executes speculatively on the client and the server confirms or rejects. If rejected, the client rolls back.
  • Abilities with InstancingPolicy=NonInstanced share a single CDO instance — do not store per-activation state on the ability itself.

Example

Activate an ability by stored handle on input press C++
void AMyCharacter::OnFirePressed()
{
    if (AbilitySystemComponent)
    {
        AbilitySystemComponent->TryActivateAbility(FireAbilityHandle);
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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