How-To: Feel-Test Your Ability¶
last-verified: 2026-07-10 against
f9ebdc9a3
Validation proves an ability is wired correctly; only playing it proves it feels right. This page is the loop for the latter.
The PIE loop¶
- Start PIE (Play-In-Editor) from the
L_Defaultlevel. This matters: the play-preset flow boots through the main menu, and onlyL_Defaulthas the main-menu controller. From any other level the preset launch fails. - In the Kit Composer → Presets view, select a preset whose kit list includes your ability's kit, and press Send to PIE. Your build spawns in with the ability bound to its input slot.
- Equivalent console route:
Eternal.PlayPreset <PresetName>(e.g.Eternal.PlayPreset Preset_Momentum). - Play. Watch for the things no validator can check:
- Does the hit land where the animation says it should? (If the hit moment feels early/late, move the notify on the montage — see Hand-Finish.)
- Do the cues sell each phase (windup readable, impact punchy)?
- Is the cost/cooldown rhythm right in an actual fight?
- Tweak the Blueprint's feel values, save (validation re-runs), and go again. Montage and notify edits apply on the next activation; you rarely need to restart PIE.
When to reach for a balance sweep instead¶
The PIE loop answers "does it feel right". It does not answer "is it worth right" — whether the ability over- or under-performs against the rest of the arsenal across levels and builds. For that, run a balance sweep: a faithful headless model of the combat math evaluates whole builds across enemy tiers and levels, so a mis-tuned curve shows up as a number instead of a hunch. See Balance Sweep Workflow.
Rule of thumb: feel-test every ability; sweep when you touch numbers that interact with everything else (damage curves, cooldowns, resource costs) or before calling a kit done.