You didn't show it in the engine and what it does... And how it works? What's the point of this video? Just to say it's good without telling me what it does specifically
@@CodeWithRo I just found your channel, and like this guy i have same thought, add link to this videos in description, more people gonna be confused :// other than this, video is great!
Hey Ro! Love the presentation of your videos. I recently purchased ACF when it was on sale, but am somewhat convinced by your argument to learn GAS instead. Do you think a hybrid approach would work well? I like the quality of the current animation blueprint from ACF but obviously want to build out lots of abilities/gameplay features outside of what it currently offers. Though, I also see the benefit of moving completely to GAS and perhaps constructing the char/anim blueprint on my own since I'm just starting to learn anim blueprint. I have 12 ish years experience with Unreal but mainly from a environment artist perspective as well as blueprint game mechanic creation for first person games. I'm embarking on my first third person game, thinking GAS might indeed be more stable long term. For instance, I can't move to 5.5 yet because ACF doesn't support the 5.5 beta and won't until it is out of beta. I'm sure similar issues like this will crop up trying to be dependent on ACF.
@@JamesSteininger yeah the ABP of ACF is pretty nice, ninja combat / inventory does this too by granting animations/abilities based on the weapon equipped or armor etc. i think ACF wouldn't work well with GAS in its current state, it doesn't drive any data from the attributeSet thats needed for GAS, and doesn't use any GAS interfaces. I was planning on doing GAS from scratch but then I discovered ninja bear studio plugins and all of its based on GAS so no need to reinvent the wheel 🥳
1:48 Totally agree, I have bought a few systems from the store like DCS and ACF and while they can be useable in some cases, lots of walls get hit when trying to do anything other than the demo the dev packaged with it. I'm a unity Dev but a dev friend wanted me to switch to UE, so I tried out learning gas through a paid-for tutorial series and was suitably impressed. The innate networking features and such were a step ahead of any kits you can buy on the store. But I switched back to unity because I just wasn't enjoying the UE environment, and I found a system there that was built to emulate GAS, so now I'm sweet :)
I think I will actually jump back into UE, I found a patreon backed tutorial series that has an ARPG controller using GAS that I want to have a go at. Just getting my current unity controller up to a github repot so I can outsource some work, which should free me up to experiment with UE again :) Going to watch your GAS with C++ video after breakfast.
good god this seems so useful but as a solo dev whos new to UE, i wanna make a diablo kinda game but only dungeons and swarms of enemies kinda thing and that all just seems so daunting
I would add that while GAS is great, it also depends on the game you're doing. If you are starting out best to learn the engine and start simple and addd gas later to your repertoire if you feel the need. While GAS is great it's not a must and many AAA do not use it as well. Everything is a learning curve and that means it takes time to learn and understand. I want to add a point of reference Lies of P does not use GAS for example.
Very True! GAS is really suited for people who want to make modular / scalable system, in a sense, creating your own framework you can reuse and easily make multiple genres/types of games with what you've created! Transitioning your components to an FPS shooter to a MOBA for example would not be difficult if done correctly! Building the game out and functionalities will still take time though
Ive used ascent combat in the past but its basically a system trying to catch up with GAS. The problem with frameworks is also you never know when it will stop updating and could ruin potential growth as a lot of them always have bugs that need fixing in the "future updates". If you create your system in GAS then you will know where everything is, properly learn unreal, and it's updated by unreal themselves! 🥳
@@Classymarctop reason those courses suck. Though there are awesome ones too, I really like Unreal university’s courses. They’re short to the point and in Blueprints! Cheers 🥂
I'm curious how customizible is GAS? lets say you have a fireball spell, but you want the same ability to have 5 different ways you can use it in combat, 1: shot fireball hit target. 2: shot fireball misses target but explodes behind target doing some damage still but only 50% 3: charge up fireball to do more damage you have maybe 5 charge levels you can do and each stage of the charge up uses more mana, and does 10% more damage 4: shot fireball with the intention of missing but where the fireball ends up in the air sets up a remote point for the fireball to rebound from to hit the target in the back 5: limit breaker Fireball making it Vastly more powerful taking all your mana and 50% of your HP to rain down fireballs from the sky over a large area. just a few ideas I have for 1 spell, I have like 1000 more lol
By the name, you’d think Unreal Gas comes with fireballs, ice attacks, melee attacks, jump attacks. But nah, it’s just Gameplay tags and abilities 😂😂😂 sure it’s a great player state and ability behavior system but does it come with attacks or abilities ? 😢
The other comments are tripping, I would love more videos like this that explain what things are without getting lost in details. I don't want to have to watch 2 hours of someone typing or dragging nodes to figure out what is actually being added. (that said, this would have made more sense if the section on the logic was before the 'why is it powerful section', gotta know what it is before caring about how good it is)
Also, videos using GAS Companion and/or Gameplay Blueprint Abilities by mklabs would be awesome, they feel like the last bit Epic forgot to do in actually integrating GAS with the editor.
I’m sorry, but I agree with the poster here. I’m new to Unreal, but have been doing game dev for seven years in other engines. I watched this video, the GAS with blueprints video, and the GAS with C++ video, and nowhere have you actually explained what GAS is or does. Is it a glorified spreadsheet? If so, who cares? Why is this so special to Unreal? Am I missing something here? Is it irrelevant to my game if my “characters” are mechs made up of modular components that are added at runtime?
i would have said you should do the opposite - don't jump into GAS if you new to UE. You should learn the base principles of creating abilities, its properties and etc by creating it yourself
I tried implementing GAS in C++, but it takes so many steps and it can be confusing at times and I have no prior C++ experience let alone UE C++, which is something completly different. My question is: Is it easier with blueprints, or do I first need to a long setup with C++ that will take more then 20+ hours to write.
I recommend c++ but it's not impossible in blueprints. 🥹 I will be starting 2 series related to blueprint, one is to create an actual game in BP only (or as much as i can) and another is showing random things in bp.
got a doubt, i have been using ue for a while now but was avoid gas due most of the tutorials i found (udemy and yt) suggesting not to start if u didnt know unreal cpp. do i just ignore and keep seeing the tutorials or is there a another way
@@sara-uh8xy you can get around without cpp l, although much better to utilize it imo, you don't really need to know too much cause of the online resources available but i am creating starter projects for people who wish to avoid learning the cpp side of things. 5.3 had quite a large update and added a good amount of new bp nodes for GAS too!
Ok, silly comment incoming... hollow knight is unity, not unreal. Good example for a gas workflow though:) Loving the series so far, particularly with blueprints, I hope you focus on that, as there is not that much info about using bp with gas. Thanks for all your work!
Hollow knight is unity you are correct 😂 but unreal can make metroidvanias exactly like hollow knight!! 🥳 agreed i will be doing a lot if gas using both bp and c++ 🥳
i thought GAS was unnecessary for a long time, but the amount of features it provides, and the fact that it is already been tested in production, makes it almost mandatory to use, no system you create will be better (probably)
Agreed, it definitely is REALLY well done and optimized for MMORPGs/MOBAs and is scalable. I wish Epic had more documentation on it but now my goal is to get more eyes on it!!
GAS is basically the better ACF from Unreal Engine themselves. ACF isn't fully replicated as it claims to be and waiting over 6 months for simple updates is a HUGE red flag. GAS however is working how its supposed to, all new features would just be making our lives easier!
@@CodeWithRo thank you so much for the advice. really need guidance like this from experienced developers in order to be on the right track and save time.
Felt like everything you said was informative, but the video really didn't line up to what you said. The visuals honestly didn't aid the topic much. I like you other videos, but this felt like a miss.
Learn GAS in C++:
th-cam.com/video/Fb5y4PWtud8/w-d-xo.html
GAS in BLUEPRINTS: th-cam.com/video/oOaYn_VNnHc/w-d-xo.htmlsi=AaU7kOPH-Ns4caT6
Ok Ro, you sold me. I'm going to devle into your GAS tutorials. You managed to hype me up more than I already was!
I’m just binging all of your videos 😂 and LOVE all of them, keep going man 💪💪💪
Thank you for your support 🥹
You didn't show it in the engine and what it does... And how it works? What's the point of this video? Just to say it's good without telling me what it does specifically
@@jashpaper8370 those videos are already up 😂
@@CodeWithRo I just found your channel, and like this guy i have same thought, add link to this videos in description, more people gonna be confused :// other than this, video is great!
@@arkadiuszk. Thank you for letting me know! I will do that :)
Yeah what a fluff piece.
Lmao everyone in these comments don’t even use unreal. If they did they would already know what GAS is.
Hey Ro! Love the presentation of your videos. I recently purchased ACF when it was on sale, but am somewhat convinced by your argument to learn GAS instead. Do you think a hybrid approach would work well?
I like the quality of the current animation blueprint from ACF but obviously want to build out lots of abilities/gameplay features outside of what it currently offers. Though, I also see the benefit of moving completely to GAS and perhaps constructing the char/anim blueprint on my own since I'm just starting to learn anim blueprint.
I have 12 ish years experience with Unreal but mainly from a environment artist perspective as well as blueprint game mechanic creation for first person games. I'm embarking on my first third person game, thinking GAS might indeed be more stable long term. For instance, I can't move to 5.5 yet because ACF doesn't support the 5.5 beta and won't until it is out of beta. I'm sure similar issues like this will crop up trying to be dependent on ACF.
@@JamesSteininger yeah the ABP of ACF is pretty nice, ninja combat / inventory does this too by granting animations/abilities based on the weapon equipped or armor etc. i think ACF wouldn't work well with GAS in its current state, it doesn't drive any data from the attributeSet thats needed for GAS, and doesn't use any GAS interfaces. I was planning on doing GAS from scratch but then I discovered ninja bear studio plugins and all of its based on GAS so no need to reinvent the wheel 🥳
1:48 Totally agree, I have bought a few systems from the store like DCS and ACF and while they can be useable in some cases, lots of walls get hit when trying to do anything other than the demo the dev packaged with it. I'm a unity Dev but a dev friend wanted me to switch to UE, so I tried out learning gas through a paid-for tutorial series and was suitably impressed. The innate networking features and such were a step ahead of any kits you can buy on the store. But I switched back to unity because I just wasn't enjoying the UE environment, and I found a system there that was built to emulate GAS, so now I'm sweet :)
Agreed, most systems are just that, systems that can stop updating tomorrow 🥹 GAS is here to stay
I think I will actually jump back into UE, I found a patreon backed tutorial series that has an ARPG controller using GAS that I want to have a go at. Just getting my current unity controller up to a github repot so I can outsource some work, which should free me up to experiment with UE again :) Going to watch your GAS with C++ video after breakfast.
good god this seems so useful but as a solo dev whos new to UE, i wanna make a diablo kinda game but only dungeons and swarms of enemies kinda thing and that all just seems so daunting
UE is definitely a higher learning curve! I do recommend learning some c++ and GAS 🥳
I would add that while GAS is great, it also depends on the game you're doing. If you are starting out best to learn the engine and start simple and addd gas later to your repertoire if you feel the need. While GAS is great it's not a must and many AAA do not use it as well. Everything is a learning curve and that means it takes time to learn and understand. I want to add a point of reference Lies of P does not use GAS for example.
Very True! GAS is really suited for people who want to make modular / scalable system, in a sense, creating your own framework you can reuse and easily make multiple genres/types of games with what you've created! Transitioning your components to an FPS shooter to a MOBA for example would not be difficult if done correctly! Building the game out and functionalities will still take time though
@@CodeWithRoyeah 💯 with you on this and the modular components is a great way to use gas.
Do you know about the ascend combat framework or tempest combat framework from unreal marketplace? If yes how would describe gas in comparison?
Ive used ascent combat in the past but its basically a system trying to catch up with GAS. The problem with frameworks is also you never know when it will stop updating and could ruin potential growth as a lot of them always have bugs that need fixing in the "future updates". If you create your system in GAS then you will know where everything is, properly learn unreal, and it's updated by unreal themselves! 🥳
FYI, on Udemy there is a course on sale called "Unreal Engine 5 - Gameplay Ability System - Top Down RPG".
That course is AMAZING 🤩
It is fully in C++, I tried doing it but it is over 100 hours of video-time and you need to have a basic understanding of C++ already.
@@Classymarctop reason those courses suck. Though there are awesome ones too, I really like Unreal university’s courses. They’re short to the point and in Blueprints!
Cheers 🥂
I'm curious how customizible is GAS? lets say you have a fireball spell, but you want the same ability to have 5 different ways you can use it in combat,
1: shot fireball hit target.
2: shot fireball misses target but explodes behind target doing some damage still but only 50%
3: charge up fireball to do more damage you have maybe 5 charge levels you can do and each stage of the charge up uses more mana, and does 10% more damage
4: shot fireball with the intention of missing but where the fireball ends up in the air sets up a remote point for the fireball to rebound from to hit the target in the back
5: limit breaker Fireball making it Vastly more powerful taking all your mana and 50% of your HP to rain down fireballs from the sky over a large area.
just a few ideas I have for 1 spell, I have like 1000 more lol
This is doable and sounds like a mechanic. You can set up conditions on how the the fireball will act! 🥹
By the name, you’d think Unreal Gas comes with fireballs, ice attacks, melee attacks, jump attacks.
But nah, it’s just Gameplay tags and abilities 😂😂😂 sure it’s a great player state and ability behavior system but does it come with attacks or abilities ? 😢
No attacks/abilities included haha you can customize it to do whatever you'd like 😂
The other comments are tripping, I would love more videos like this that explain what things are without getting lost in details. I don't want to have to watch 2 hours of someone typing or dragging nodes to figure out what is actually being added.
(that said, this would have made more sense if the section on the logic was before the 'why is it powerful section', gotta know what it is before caring about how good it is)
Also, videos using GAS Companion and/or Gameplay Blueprint Abilities by mklabs would be awesome, they feel like the last bit Epic forgot to do in actually integrating GAS with the editor.
Thank you for the feedback you're so right 😂
Would you be interested if i worked on my own open source GAS framework 👀
@@CodeWithRo Hell yeah, I'm interested already
@@CodeWithRo Could we maybe possibly see some Ninja GAS/combat/etc videos in the future? 🙏
Thanks for the video, but why did you not put any relevant content on the background to try to explain better the GAS system?
👀
I’m sorry, but I agree with the poster here. I’m new to Unreal, but have been doing game dev for seven years in other engines. I watched this video, the GAS with blueprints video, and the GAS with C++ video, and nowhere have you actually explained what GAS is or does. Is it a glorified spreadsheet? If so, who cares? Why is this so special to Unreal? Am I missing something here? Is it irrelevant to my game if my “characters” are mechs made up of modular components that are added at runtime?
i would have said you should do the opposite - don't jump into GAS if you new to UE. You should learn the base principles of creating abilities, its properties and etc by creating it yourself
To each their own! 🥳
I tried implementing GAS in C++, but it takes so many steps and it can be confusing at times and I have no prior C++ experience let alone UE C++, which is something completly different.
My question is: Is it easier with blueprints, or do I first need to a long setup with C++ that will take more then 20+ hours to write.
I recommend c++ but it's not impossible in blueprints. 🥹
I will be starting 2 series related to blueprint, one is to create an actual game in BP only (or as much as i can) and another is showing random things in bp.
Can gas be used with acf or should it be used independently?
Yes
It would be better to use independently in the long run because GAS is supported by Unreal Engine and not a third party
Could you please make tutorials on how to actually use GAS?
@@kellowattentertainment look at the pinned comment 😂
got a doubt, i have been using ue for a while now but was avoid gas due most of the tutorials i found (udemy and yt) suggesting not to start if u didnt know unreal cpp. do i just ignore and keep seeing the tutorials or is there a another way
@@sara-uh8xy you can get around without cpp l, although much better to utilize it imo, you don't really need to know too much cause of the online resources available but i am creating starter projects for people who wish to avoid learning the cpp side of things. 5.3 had quite a large update and added a good amount of new bp nodes for GAS too!
@@CodeWithRo ah time to start with gas course then
Ok, silly comment incoming... hollow knight is unity, not unreal. Good example for a gas workflow though:)
Loving the series so far, particularly with blueprints, I hope you focus on that, as there is not that much info about using bp with gas. Thanks for all your work!
Hollow knight is unity you are correct 😂 but unreal can make metroidvanias exactly like hollow knight!! 🥳 agreed i will be doing a lot if gas using both bp and c++ 🥳
Awesome!
Thank you! Cheers! 🥂
i thought GAS was unnecessary for a long time, but the amount of features it provides, and the fact that it is already been tested in production, makes it almost mandatory to use, no system you create will be better (probably)
Agreed, it definitely is REALLY well done and optimized for MMORPGs/MOBAs and is scalable. I wish Epic had more documentation on it but now my goal is to get more eyes on it!!
As much as I like GAS, I don't see how a similar custom system is worse than GAS, which is harder to implement, IMO.
GAS would be better imo for modularity and scalability 🥹
Thank you.
Thank YOU 😊🥹
very helpful video :)
Thank you 🥹
Do you recommend using something like ACF or making your own framework with GAS if the goal is to make and release an Action RPG?
GAS is basically the better ACF from Unreal Engine themselves. ACF isn't fully replicated as it claims to be and waiting over 6 months for simple updates is a HUGE red flag. GAS however is working how its supposed to, all new features would just be making our lives easier!
@CodeWithRo yeah but I'm sure there's some stuff in ACF that might go good with GAS.
@@CodeWithRo thank you so much for the advice. really need guidance like this from experienced developers in order to be on the right track and save time.
Where do I download gas 😂
@@YupYesLabel download Unreal -> Plugins -> search and enable Gameplay Abilities 🥳🥹
Felt like everything you said was informative, but the video really didn't line up to what you said. The visuals honestly didn't aid the topic much. I like you other videos, but this felt like a miss.
Thank you for your feedback i will let my manager know 🥹
game name (:, 5:21 also this one 5:59
5:59 is Chrono Odyssey
5:21 is Project M
🎉
Can I make The Witcher 3 combat with GAS?
@@MetalGearMk3 100% doable. This will moreso depend on the animations you use to get that witcher feeling 🥳
we dont know c++ to use gas
Here's a simple tutorial using GAS without c++
th-cam.com/video/oOaYn_VNnHc/w-d-xo.html
what a waste of time this video is
hahahaha. Its not. It really inspires a lot of people to learn this system. And it explains what it is in common language. Its actually great!
@@andrewsneacker1256 you get it 🥹 thank you for your support 🥳
this is so cool ૮ ˶ᵔ ᵕ ᵔ˶ ა⊹˚. ♡.𖥔 ݁ ˖
Thank youuu 🐻