Gameplay Ability System

Unreal Engine’s Gameplay Ability System (GAS)

Checking if Gameplay Ability is Active.

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.

Gameplay Tag Stack Container

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

Gameplay Tag Relationships

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

Gameplay Ability Set’s

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