Author: Kaos Spectrum
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All about BTTasks 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…
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Creating your own Gameplay Effect Context.
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: There are many other things you can do, but…
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Making a custom Ability Actor Info
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…
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Creating and Setting up a custom UAbilitySystemGlobals class.
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…
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Calling RPC functions inside a UObject
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…
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Applying Gameplay Tags from SourceObject into Effect Spec
In my game, i wanted to grab Gameplay Tags from the source object if possible, and apply them into the captured tags of the Gameplay Effect Spec. With this in mind, i went searching through the system, and found the following function gets called UGameplayAbility::ApplyAbilityTagsToGameplayEffectSpec. I was like great that is exactly what i need,…