Advanced Search
Search Results
16 total results found
B. Import Agate GAS Template
Follow the Step A until completed. Make sure to close Your Project first while doing this Step. Download the latest Agate GAS and extract it. You will find Content and Source folder, copy them to your project. It is optional whether you want to keep the Co...
A. Enable Gameplay Ability System in Your Project
1. Convert Your Project into C++ Note: Only do this if Your Project is still on Blueprint-Only Mode. Open Your Project in Unreal Engine. Select Tools - New C++ Class.... You can create any class and delete it later if you don't need it.For example, i jus...
C. Using Agate GAS Component
Setup Your Game Mode Open Your Game Mode Blueprint (for example, I will use the default ThirdPerson GameMode). Change Player State Class to be AGASPlayerState. Setup Character that Using GAS And then open your Character Blueprint (I will also use...
Adding New Attribute
Attribute basically is a float value for something like Level, Health, Mana, Stamina, Damage, Strength, etc that used in Attribute Set and could be automatically replicated in every client.Attribute Set is what we've just created in the Installation step, it i...
Listen for Attribute Changes
Note: You can do this from the C++, as we've done in the Adding New Attributes section. We can also do this in Blueprint to make it easier. Open any blueprint, for example we open the Character Blueprint. When you type something like Listen for, you wil...
A. Adding New Gameplay Effect
Gameplay Effect can be used to manipulate attribute of character, add or remove tags, etc. You should be familiar of creating this, because you've created the Attribute Set before. You can read more about Gameplay Effect here. Same as Attribute Set, create...
A. Adding New Ability
Ability is same as skill, you could create many behaviour as you want, the ability can also apply some gameplay effect, require cost, apply cooldown, etc. I've also add some sample in AgateGASExample for something like Directional Attack, etc. You can read mo...
B. Use an Ability
To use an Ability, first, we need to assign the ability to the character in the Initial Abilities. After that, let's create a blueprint that will execute the ability whenever we pressed an input that we will assign (In this phase, create some Input Acti...
B. Testing the Effect
To easily test the effect, you can assign them to the character InitialEffects. Then just play the editor. You'll see the Output Log is displaying that the character Health is reducing overtime as the GE_Burn we've just created.
C. Assign Gameplay Effect in Ability
To assign an ability, first you need to create an Effect Containers member, open GA_AttackSelf. I've defined an effect container member with key Target.Self, because I want to group the effect based on who is the target, could be Self, Ally, or Enemy, but...
D. Assign Cooldown in Ability
Cooldown in Ability, basically is also a Gameplay Effect with duration and tag are set. But in AgateGAS, we've created a modular Cooldown that also have linked to the Ability, you can find it on Content/AgateGAS/Blueprint/Attribute/GE_Cooldown. Let's move t...
E. Assign Cost in Ability
Cost is also Gameplay Effect with some modifiers that you will defined as the cost, could be Mana, Health, etc. In AgateGAS we've already created a modular cost for mana, you can find it on Content/AgateGAS/Blueprint/Attribute/GE_CostMana. For now, we just ...
Assigning Gameplay Cue
Gameplay Cue is a visual or audio effect that could be linked with a Gameplay Effect. You can learn more about Gameplay Cue here. Let's create a burn effect when the character got an effect from GE_Burn. Create Blueprint Class derived from GameplayCueNoti...
Use AnimNotify to Create Event in Ability
You can also embed an AnimNotify in something like Animation Montage, and read it in Ability, let's say when you want to apply some damage, while the animation is actually punch the target, not at the beginning of the animation. We've already create a custom ...
Add Custom Execution Calculation
In many games you should need some Custom Calculation when you apply some damage, the damage is not directly applied, but we want to reduce it first with let's say armor, etc. If you go to C++ Classes/AgateGAS/Public/Attribute you should find AGASDamageExec...
References & Tips
This templates is created with references from: https://github.com/tranek/GASDocumentation. Eizper Core/PvP Unreal. https://vorixo.github.io/devtricks/gas/ You can also see some sample from what I've created in this template in Content/AgateGASExampleo...