# Gameplay Ability System Traversecraft ships two ability tasks (module `TraversecraftGAS`, which turns the engine's Gameplay Abilities plugin on). A traversal started from an ability is still the same predicted move as one started from the jump: the task only asks for it and waits. | Task | What it does | |---|---| | **Traverse And Wait** | Asks for the traversal in front of the avatar (`TryTraverse` on the CMC, `RequestTraverse` on Mover) and waits until it is over. **On Started**, **On Finished**, **On Failed**, each with the kind | | **Wait Traversal** | Waits for the avatar's next traversal however it starts (jump, ability, AI link) and tells its start and end. **Only Once** off keeps telling until the ability ends | The avatar needs a Traversecraft movement component: `UTRCCharacterMovementComponent` (or a subclass) or `UTRCCharacterMoverComponent`. ## Traverse And Wait Use it in a **Local Predicted** ability, the usual policy for movement abilities. - The task asks only where the move belongs: on the owning player's machine, or on the server for an AI. On the other machines it waits up to **Start Window** seconds (0.5 by default) for the move to arrive, then fails. - It fails at once if there is nothing to traverse, or the character is already traversing. - A move that ends hanging (onto a ledge, round a corner) counts until the character lets go or climbs up. Ladders the same, until off the ladder. - In a Local Predicted ability the owner usually ends the ability first, and that ends the server's copy too. Do what must happen at the end (a cooldown, a tag removed) on **On Finished** on the owner, or with **Wait Traversal** on the server. On Mover, a remote player's move can only start from its jump input, so there the task fails on the player's machine. Players on Mover start traversals with the jump (**Traverse On Jump**); AI and a listen server's host can use the task. ## Wait Traversal For rules around traversals rather than starting them: add a tag that blocks attacks while a vault runs, drain stamina per ladder climb, play a sound on landing. It reads what the character is doing on that machine, so it works on the owner, the server and the other players alike. ## Measured On the networked course (dedicated server, two clients, 150 ms of lag, 5% packet loss), with the vault, the mantle and the high climb started from an ability with **Traverse And Wait** instead of the jump: all three ran on the owner and on the server in every one of 3 runs, with 9 to 23 corrections per run, the largest 7 cm. The course with the jump has the same.