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unrealenginegameplayabiliity获取ability的cooldown剩余时间

unrealenginegameplayabiliity获取ability的cooldown剩余时间
unreal engine gameplay abiliity 获取ability的cooldown

版本 5.4.4

参考

测试代码

if (HasAuthority() && AbilitySystemComponent) { TArray<FGameplayAbilitySpecHandle> OutAbilityHandles; AbilitySystemComponent->GetAllAbilities(OutAbilityHandles); for (const FGameplayAbilitySpecHandle& Spec : OutAbilityHandles) { bool bInstance; const UGameplayAbility* Ability = UAbilitySystemBlueprintLibrary::GetGameplayAbilityFromSpecHandle(AbilitySystemComponent, Spec, bInstance); if (Ability && Ability->AbilityTags.HasTag(FGameplayTag::RequestGameplayTag(FName("Ability.BeastPower")))) { // float CdRemaining = Ability->GetCooldownTimeRemaining(); float CdRemaining; float duration; Ability->GetCooldownTimeRemainingAndDuration(Spec, Ability->GetCurrentActorInfo(), CdRemaining, duration); if (CdRemaining > 0.0f) { UE_LOG(LogTemp, Log, TEXT("%s %f / %f"), *Ability->GetName(), CdRemaining, duration); } } } }
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