This is a quick run down on the new NativeGameplayTags which was added to UE4.27 and UE5. These tags will populate the Editor GameplayTags drop down also (same as my struct version). Though you can also add these tags to your DefaultGameplayTags.ini just fine, as the engine will not allow dupes! This class adds the … Native Gameplay Tags (New in 4.27 and UE5)
When dealing with a lot of abilities, the block and cancel tags can get confusing and hard to keep managed. By using a relationship, we can apply block, cancel and activation tags from a more central location. This allows us to define what ability tags block and cancels what abilities, Example below: This is a … Gameplay Tag Relationships
Here is a good way to activate abilities that have been given to the ASC, useful for passive abilities (Abilities that automatically run without triggers/user activation). First we will need to add a custom bool to your custom Gameplay Ability class. And we need to override one function from the GameplayAbility and our custom function … Activating abilities when Granted to ASC (Passive Abilities)
Gameplay Ability Sets allow you define a set of abilities and effects which are given to the target ASC, I use these to apply the default generic abilities a player has, and default generic effects each player will have. These can also be used for things like perks, etc. The other benefit is, they can … Gameplay Ability Set’s
One of the many question i see and get asked, is how do you add/use Gameplay Tags inside C++. Now this is a very good question, and there are many ways you can do this. But Unreal Engine has a very nice base struct we can utilize for this purpose, and we can make our … Adding and using Gameplay Tags in C++
I get a lot of question on Unreal Slackers Discord about custom BTTasks in C++, how to create and some of the more obscure stuff with tasks. I will be going over some of the things that will help you with these tasks. First of, lets start with some constructor stuff we can do. There … All about BTTasks in C++
There could be many reasons you want to create your own Effect Context within the Gameplay Ability System. I have listed a few reasons below. Before you get started, you should create your own game specific AbilitySystemGlobals class, link here: https://www.thegames.dev/?p=52. So here are the reasons: Passing in info about a specific thing (like if … Creating your own Gameplay Effect Context.
When you start getting into the power of the Gameplay Ability System, it may be needed that you want to access stuff easily in your Actor Info. The guys at Epic made this really easy to override and implement but there is a few steps. The first step that is mandatory is setting up your … Making a custom Ability Actor Info
This class is very crucial for any game utilising the Gameplay Ability System (GAS). I recommend every serious game make their own subclass of this. This class is responsible for setting up the core GAS stuff, below i provide a couple of reasons why you would and should create your own. Allows you initialise global … Creating and Setting up a custom UAbilitySystemGlobals class.
I have often seem times where people want to call RPC functions inside a UObject that has an outer of AActor, for example a Weapon Actor, could have a FireMode UObject that wants to send RPCs. As long as the Weapon Actor is Owned by an actor that goes back to a PlayerController (for example … Calling RPC functions inside a UObject