Unreal Gameplay Ability System - #2 Gameplay Attributes

  Рет қаралды 4,128

The Game Dev Cave

The Game Dev Cave

6 ай бұрын

Unreal' s gameplay ability System, better known as GAS, is a fantastic system to create actions for your game characters. almost any real-time Combat system could benefit from using it. It's just sad that there isn't much documentation from Epic games to make this easy to learn. Which is why I will try it myself, to take you through all this step by step and learning how you can set up this plugin to work for your game!
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Пікірлер: 40
@Louieeeee
@Louieeeee 4 ай бұрын
Bro you're like the only guy who's recently made an up to date tutorial for the GAS, ur a godsend
@thegamedevcave
@thegamedevcave 4 ай бұрын
I know right xd I made this after learning GAS myself and being very annoyed at the lack of information out there to learn xd
@skal3802
@skal3802 5 ай бұрын
Content comes out often, I like it
@thegamedevcave
@thegamedevcave 5 ай бұрын
i like that u like !
@sprocket_core
@sprocket_core 4 ай бұрын
This is the least painful tutorial on Unreals GAS iv seen yet. Thanks dude for this.
@thegamedevcave
@thegamedevcave 4 ай бұрын
Glad it helped! GAS in general is a bit messy so it's hard to get into but once you get a feel for it it's super nice! :)
@kaanaltay2093
@kaanaltay2093 3 ай бұрын
Hey man great tutorial. Just one question. How can i add Min and Max Values to AttributeSet.h like you reccomend for bigger projects?
@thegamedevcave
@thegamedevcave 3 ай бұрын
The basic idea is that if you go into the original attirbuteset class, you can add those values to the attribute data struct, then in the set Currentvalue and SetBasevalue function in there you add clanmping using those variables. personalyl i dont think it's worth it for the most part because just making a separate attribute for min and max alongside attributes that need it is pretty easy and some of the macros seem to freak out a bit if you change the code in the attribute set files too much. if you can make those changes without it breaking any other code, it's nice to have though but I never looked much deeper into it, because spending a significant amount of time on an issue that has a workaround that's pretty much just as easy seemed a waste of my time honestly xd Important to note, as far as I know, editing the original files is required since you can't override the structs for the attribute data if you make a child class and the functions you need to edit aren't virtual so they can't be overridden in child classes either. and as a general rule, i try to stay away from messing about with unreal's own files too much
@kaanaltay2093
@kaanaltay2093 3 ай бұрын
​@@thegamedevcave Allright then I'll stay away from that. Thank you.
@josephbolton5893
@josephbolton5893 2 ай бұрын
When setting up data tables, do they need to have a row for every attribute in the attribute set im making it for?
@thegamedevcave
@thegamedevcave 2 ай бұрын
nope, only the ones you want to set a default value for, every other attribute will just remain at 0
@oleksakoba2941
@oleksakoba2941 Ай бұрын
can you help me? i reapet all what in this and last video, but when i whant to "get base" in the blueprint - i have nothing result (on 15:05)
@thegamedevcave
@thegamedevcave Ай бұрын
you dont "get base" you "get *name of atrribtue* " and then split that to get the base and current values from that.
@dino-ys3dp
@dino-ys3dp 2 ай бұрын
A bit late to this but for some reason whenever I try to reference my attribute set in blueprints it says that the set is a none type? It will throw up an error whenever I try to apply a gameplay ability system too.
@thegamedevcave
@thegamedevcave 2 ай бұрын
Sounds like you may be using live coding which can be a little weird with new additions at times, try to close unreal and compile from visual studio. You need to do that anyway to make changes in the code permanent
@dino-ys3dp
@dino-ys3dp 2 ай бұрын
@@thegamedevcave I've compiled from visual studio and it still seems to return false with "IsValid" searches for my attribute set. I cannot seem to see any errors with the compile and I get a 0 exit code even after triple checking syntax with the video - could it be a 5.3 issue?
@dino-ys3dp
@dino-ys3dp 2 ай бұрын
@@thegamedevcave Out of interest, does anything but "AttributeSet.h" need to go into the .cpp file for attribute sets?
@nickwinters2637
@nickwinters2637 13 күн бұрын
So turns out with the row names in the dataset, the U isn't just not required, it won't work if it's included. I kept the U in there, and the attributes weren't set correctly. Make sure you delete the leading U.
@thegamedevcave
@thegamedevcave 13 күн бұрын
yeah, i should've mentioned that, a few people had this issue before. unreal itself will kind of just add the U back in in front of the name when looking for the attributes in the code apparently. so having your own U in there breaks things.
@qba1296
@qba1296 2 ай бұрын
in 10:42 my Details panel didn't appear as your and in Datatable I couldn't set my Row name have a blank as your, pls help
@thegamedevcave
@thegamedevcave 2 ай бұрын
you might have removed it at some point, you can add it back in under the menu's at the very top of your screen under Window I believe
@qba1296
@qba1296 2 ай бұрын
After restart the editor It did appear, but I saw you log the 0 base current health value and lately I seen nothing changed in code but still be able to log 100 health attribute to screen and I am wondering why
@thegamedevcave
@thegamedevcave 2 ай бұрын
@@qba1296 i'm not entirly sure what/where the issue is but I'm guessing what you're looking for might be this : if you setup a data table with default values, the moment your game starts it will apply those values to those attributes in that attribute set. any attribute that doesn't get set to a default (either because it doesn't have a row or because the name of the attribute wasn't typed in properly) will remain at 0
@oleksakoba2941
@oleksakoba2941 Ай бұрын
can you help me? repeated absolutely everything as in your video. checked several times all settings and each line of code. but at the end the value of health is 0.0. please help - where to dig - what did I do wrong?
@thegamedevcave
@thegamedevcave Ай бұрын
probably to do with the Data table, make sure that the name of the attribute doesn't start with the U if you copy the class name and otherwise double check for typos
@oleksakoba2941
@oleksakoba2941 Ай бұрын
@@thegamedevcave + thanks
@oleksakoba2941
@oleksakoba2941 Ай бұрын
@@thegamedevcave it`s work! thanks a lot, friend
@QuantumQ80
@QuantumQ80 5 ай бұрын
Even though I switched my main project to godot, I always love watching your content. Keep it up ❤
@thegamedevcave
@thegamedevcave 5 ай бұрын
I appreciate that! always nice to try and keep up with other engines :)
@ATomCzech
@ATomCzech 5 ай бұрын
I never understood why C++ or even whole UE using big initial letter for variables. In Java world for example all function starts with small letter and all class names with upper case, it allows immediately distinguish in the code what is class name and what function without deep thinking about it.
@thegamedevcave
@thegamedevcave 5 ай бұрын
It’s the same idea really. Anything starting with A is an actor, U are uobjects and F are (I believe) structs
@NuttachaiTipprasert
@NuttachaiTipprasert 22 күн бұрын
Trust me. It's not C++ but Epic's coding standard. I've been a C++ programmer for 20 years but I have never seen a coding standard as messy as Epic's before. In C++, there are two common coding standards which, one where the functions and classes start with a capital letter and another is only classes start with a capital letter (both commonly use lower-case for variables). Epic's coding standard makes it difficult to distinguish whether the names are types or variables at first glance; which is so messy. I hate their coding standards with passion.
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