<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>The Games Dev</title><description>Programming and Game Development. Tips, Tricks and Tutorials.</description><link>https://www.thegames.dev/</link><item><title>Activating abilities when Granted to ASC (Passive Abilities)</title><link>https://www.thegames.dev/blog/activating-abilities-when-granted-to-asc-passive-abilities/</link><guid isPermaLink="true">https://www.thegames.dev/blog/activating-abilities-when-granted-to-asc-passive-abilities/</guid><description>Auto-activate passive gameplay abilities when they are granted or when the avatar actor changes, using OnAvatarSet and the ability&apos;s net execution policy.</description><pubDate>Fri, 14 Jan 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Adding and using Gameplay Tags in C++</title><link>https://www.thegames.dev/blog/adding-and-using-gameplay-tags-in-c/</link><guid isPermaLink="true">https://www.thegames.dev/blog/adding-and-using-gameplay-tags-in-c/</guid><description>The older FGameplayTagNativeAdder struct approach for native gameplay tags in C++, and why the NativeGameplayTags macros are the better choice today.</description><pubDate>Mon, 19 Jul 2021 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Adjusting Durations/Cooldowns of Active Gameplay Effects</title><link>https://www.thegames.dev/blog/adjusting-durations-cooldowns-of-active-gameplay-effects/</link><guid isPermaLink="true">https://www.thegames.dev/blog/adjusting-durations-cooldowns-of-active-gameplay-effects/</guid><description>How to speed up or slow down the duration and cooldown of already active Gameplay Effects using a dummy attribute and an Execution Calculation.</description><pubDate>Sat, 19 Mar 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category><category>unreal-engine</category></item><item><title>All about BTTasks in C++</title><link>https://www.thegames.dev/blog/all-about-bttasks-in-c/</link><guid isPermaLink="true">https://www.thegames.dev/blog/all-about-bttasks-in-c/</guid><description>How to write custom Behavior Tree tasks in C++: constructor flags, blackboard key filters, latent tasks, and keeping per-run state in node memory.</description><pubDate>Wed, 27 Jan 2021 00:00:00 GMT</pubDate><category>ai</category></item><item><title>Checking if Gameplay Ability is Active.</title><link>https://www.thegames.dev/blog/checking-if-gameplay-ability-is-active/</link><guid isPermaLink="true">https://www.thegames.dev/blog/checking-if-gameplay-ability-is-active/</guid><description>Helper functions for a custom Ability System Component that tell you whether a gameplay ability is active, by tags, spec handle or ability class.</description><pubDate>Wed, 16 Mar 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category><category>unreal-engine</category></item><item><title>Creating and Setting up a custom UAbilitySystemGlobals class.</title><link>https://www.thegames.dev/blog/creating-and-setting-up-a-custom-uabilitysystemglobals-class/</link><guid isPermaLink="true">https://www.thegames.dev/blog/creating-and-setting-up-a-custom-uabilitysystemglobals-class/</guid><description>Why every serious GAS project should subclass UAbilitySystemGlobals, and how to create it and register it through Project Settings or DefaultGame.ini.</description><pubDate>Sun, 24 Jan 2021 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Creating your own Gameplay Effect Context.</title><link>https://www.thegames.dev/blog/creating-your-own-gameplay-effect-context/</link><guid isPermaLink="true">https://www.thegames.dev/blog/creating-your-own-gameplay-effect-context/</guid><description>How to subclass FGameplayEffectContext to carry custom data such as crits or fatal hits, replicate it, and read and write it from executions and attribute sets.</description><pubDate>Mon, 25 Jan 2021 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Custom Asset Filtering (GetAssetFilter)</title><link>https://www.thegames.dev/blog/custom-asset-filtering-getassetfilter/</link><guid isPermaLink="true">https://www.thegames.dev/blog/custom-asset-filtering-getassetfilter/</guid><description>Use the GetAssetFilter property meta to filter an asset picker with your own UFunction, for example to allow DataTables with child row structs.</description><pubDate>Sun, 13 Jul 2025 00:00:00 GMT</pubDate><category>random-bits</category></item><item><title>Custom K2 Node and Thunk for an Array of FInstancedStruct.</title><link>https://www.thegames.dev/blog/custom-k2-node-and-thunk-for-an-array-of-finstancedstruct/</link><guid isPermaLink="true">https://www.thegames.dev/blog/custom-k2-node-and-thunk-for-an-array-of-finstancedstruct/</guid><description>Build a custom K2 node with a CustomThunk that pulls one struct type out of a TArray of FInstancedStruct, with a filtered struct picker pin.</description><pubDate>Sat, 10 Aug 2024 00:00:00 GMT</pubDate><category>game-framework</category><category>unreal-engine</category></item><item><title>Damage Types, Resistances, Gameplay Tags and Gameplay Effects.</title><link>https://www.thegames.dev/blog/damage-types-resistances-gameplay-tags-and-gameplay-effects/</link><guid isPermaLink="true">https://www.thegames.dev/blog/damage-types-resistances-gameplay-tags-and-gameplay-effects/</guid><description>Handle damage types and resistances with a single Resistance attribute by using Gameplay Tags on Gameplay Effects, and read the result in a damage execution.</description><pubDate>Fri, 03 Mar 2023 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Enforce TObjectPtr! (And how to avoid pitfalls)</title><link>https://www.thegames.dev/blog/enforce-tobjectptr-and-how-to-avoid-pitfalls/</link><guid isPermaLink="true">https://www.thegames.dev/blog/enforce-tobjectptr-and-how-to-avoid-pitfalls/</guid><description>Make UHT reject raw UObject pointer members in favor of TObjectPtr, and use ObjectPtrDecay, ObjectPtrWrap and MutableView to bridge to raw pointer APIs.</description><pubDate>Sun, 13 Jul 2025 00:00:00 GMT</pubDate><category>random-bits</category></item><item><title>Gameplay Ability Sets</title><link>https://www.thegames.dev/blog/gameplay-ability-sets/</link><guid isPermaLink="true">https://www.thegames.dev/blog/gameplay-ability-sets/</guid><description>Data assets that bundle abilities, effects and attribute sets, then grant them to an ASC and remove them again through a single handle.</description><pubDate>Thu, 13 Jan 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category><category>unreal-engine</category></item><item><title>Gameplay Cues without using a GCN/GCNA</title><link>https://www.thegames.dev/blog/gameplay-cues-without-using-a-gcn-gcna/</link><guid isPermaLink="true">https://www.thegames.dev/blog/gameplay-cues-without-using-a-gcn-gcna/</guid><description>Handle GameplayCues directly on an actor by implementing IGameplayCueInterface, with native or Blueprint handlers and no GCN or GCNA assets needed.</description><pubDate>Mon, 24 Jun 2024 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Gameplay Tag Relationships</title><link>https://www.thegames.dev/blog/gameplay-tag-relationships/</link><guid isPermaLink="true">https://www.thegames.dev/blog/gameplay-tag-relationships/</guid><description>Manage which abilities block, cancel, require or are blocked by others from one central data asset instead of on every ability, using ASC and ability overrides.</description><pubDate>Sat, 15 Jan 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Gameplay Tag Stack Container</title><link>https://www.thegames.dev/blog/gameplay-tag-stack-container/</link><guid isPermaLink="true">https://www.thegames.dev/blog/gameplay-tag-stack-container/</guid><description>A simple replicated FastArraySerializer container that stores Gameplay Tags as stack counts, handy for ammo, item counts and stat points.</description><pubDate>Mon, 07 Feb 2022 00:00:00 GMT</pubDate><category>game-framework</category><category>gameplay-ability-system</category></item><item><title>Making a custom Ability Actor Info</title><link>https://www.thegames.dev/blog/making-a-custom-ability-actor-info/</link><guid isPermaLink="true">https://www.thegames.dev/blog/making-a-custom-ability-actor-info/</guid><description>Derive from FGameplayAbilityActorInfo to cache your game&apos;s pawn, controller and player state, and tell GAS to use it through your AbilitySystemGlobals.</description><pubDate>Sun, 24 Jan 2021 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Native Gameplay Tags (New in 4.27 and UE5)</title><link>https://www.thegames.dev/blog/native-gameplay-tags-new-in-4-27-and-ue5/</link><guid isPermaLink="true">https://www.thegames.dev/blog/native-gameplay-tags-new-in-4-27-and-ue5/</guid><description>How to declare and define native Gameplay Tags in C++ with the NativeGameplayTags macros, and which macro to use where, as of UE 5.8.</description><pubDate>Sat, 15 Jan 2022 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item><item><title>Target Data in Gameplay Abilities</title><link>https://www.thegames.dev/blog/target-data-in-gameplay-abilities/</link><guid isPermaLink="true">https://www.thegames.dev/blog/target-data-in-gameplay-abilities/</guid><description>How to use and extend GAS Target Data in C++ and Blueprint, including a custom FGameplayAbilityTargetData_SingleTargetHit with net serialization.</description><pubDate>Tue, 25 Jun 2024 00:00:00 GMT</pubDate><category>gameplay-ability-system</category><category>unreal-engine</category></item><item><title>Understanding Gameplay Effect Execution Calculations!</title><link>https://www.thegames.dev/blog/understanding-gameplay-effect-execution-calculations/</link><guid isPermaLink="true">https://www.thegames.dev/blog/understanding-gameplay-effect-execution-calculations/</guid><description>A practical guide to Gameplay Effect Execution Calculations: attribute capture, evaluating modifiers, output modifiers, worked examples for damage and shields, and gotchas.</description><pubDate>Fri, 03 Mar 2023 00:00:00 GMT</pubDate><category>gameplay-ability-system</category></item></channel></rss>