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ULimenActiveAbility

Overview

ULimenActiveAbility is an abstract class that extends ULimenAbilityBase. It manages the activation, deactivation, and cooldown of abilities. This class provides a framework for implementing specific ability behaviors and handles network replication for ability events.

Properties

Type

Name

Access

Description

FTimerHandle

AbilityCooldownTimer

Private

Timer handle for the cooldown timer.

FTimerHandle

AbilityTimerHandle

Private

Timer handle for the activation delay timer.

float

AbilityCooldown

EditDefaultsOnly, BlueprintReadOnly

The cooldown time that must pass before activating this ability again.

float

AbilityActivationDelay

EditDefaultsOnly

Delay before the ability can be activated after being deactivated.

bool

bIsOneShot

EditDefaultsOnly

Whether this ability is a one-shot ability (deactivated automatically after activation).

bool

bStartEnabled

EditDefaultsOnly

Whether the ability starts enabled when initialized.

bool

bIsActive

Private

Indicates whether the ability is currently active.

bool

bIsEnabled

Private

Indicates whether the ability is enabled and can be activated.

bool

bIsCooldownOver

Private

Indicates whether the cooldown period has ended.

Functions

Return Type

Signature

Description

void

Initialize(AActor* InOwner)

Initializes the ability with the given owner.

void

ForceDeactivateAbility()

Forces the ability to deactivate immediately.

void

Enable()

Enables the ability, allowing it to be activated.

void

Disable()

Disables the ability, preventing it from being activated.

void

ActivateAbility(AController* Controller, APawn* Pawn)

Activates the ability with the given controller and pawn.

void

DeactivateAbility(AController* Controller, APawn* Pawn)

Deactivates the ability with the given controller and pawn.

bool

CanActivateAbility() const

Determines if the ability can be activated based on current state.

bool

CanDeactivateAbility() const

Determines if the ability can be deactivated based on current state.

float

GetFullCooldownTime() const

Returns the full cooldown time of the ability.

float

GetRemainingCooldownTime() const

Returns the remaining cooldown time of the ability.

bool

IsActive() const

Checks if the ability is currently active.

bool

IsEnabled() const

Checks if the ability is enabled and can be activated.

bool

IsOnCooldown() const

Checks if the ability is on cooldown.

Usage & Implementation Notes

  • The AbilityActivated and AbilityCancelled functions are placeholders for custom behavior when an ability is activated or cancelled.

  • The Multicast_AbilityActivated and Multicast_AbilityDeactivated functions handle network replication of ability activation and deactivation events.

  • The cooldown timer is managed using Unreal Engine's FTimerManager.

22 May 2026