In this post, I want to discuss ways to deal with Damage Types using Gameplay Tags and Gameplay Effects, how to detect damage types and play the corresponding Gameplay Cue based on the damage that was dealt. We will also cover things like resistances to certain damage types, whilst utilizing as little Attributes as possible. … Damage Types, Resistances, Gameplay Tags and Gameplay Effects.
Gameplay Effect Execution Calculation is a way to manipulate attributes base value. They are not stateful and can not be predicted (any attribute mutated this way is done so on it’s base value). But they are super powerful!Below I will explain some of the stuff about Gameplay Effect Execution Calculations and how to do general … Understanding Gameplay Effect Execution Calculations!
So a common question is, how can i increase/decrease cooldowns or duration based effects when they are active. I did some research, and came up with what i think is the nicest way to do it, and it uses GameplayEffects to achieve this. First we need to make a dummy attribute, you can put this … Adjusting Durations/Cooldowns of Active Gameplay Effects
Here some useful functions for your custom Ability System Component to determine if an ability is Active or not. This is a very short post, and the functions should make some sense just by reading them.
Here is a very simple container which allows you to have replicated Gameplay Tags as a Stack Count. Useful for say things like Weapon Ammo, Inventory item count, stat points, etc. Here is the header file: And the cpp file part: To use it, simply add a replicated property somewhere, say for example your player … Gameplay Tag Stack Container
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++