the first few are, i can only get about 1 a week out at the moment consistently but over the next few weeks there should be a steady stream of content about GAS
I was like "this guy sounds so Dutch".. then looking at the About page..😂 Anyways, lekker bezig! Ik moet binnenkort ook maar eens gaan koekeloeren in Unreal
GAS is really fun and allows a LOT of things (including multiplayer). I use it extensivelly. Now the point is the one you mentioned: Documentation :s So you're tuts are so welcome. Any information source about GAS is valuable. And as an example, I would mention the "Action RPG" example from Epic
Yeah I honestly think that I will be using GAS for a lot of projects now that I have an understanding of it. The Action RPG project does help in learning though. but only once you've understood the basics and need to see how everything works together in a real world project. learning what is available in GAS, how to set it up and how things work together before jumping into an example project like that is the hard part... hopefully I can do my part to help with future people getting into it though :)
@@thegamedevcave Sure, the action RPG is just an example and will never replace documentation or tuts. You don't want to start from nothing and dive in this project. That's why I find your tuts welcome :) Still I mentioned it because it is a working example with nice base features and the code is commented (even if just a bit, still, I find it very informative).
some of the setup requires using c++ like adding the ability system component, setting up attribute sets and writing complex calculations that take in more information than just 1 attribute (so instead of just doing health-= strength , if you want to do Health-= (strength-defence) that would be something you need to write in c++) You can't use GAS 100% using only blueprint but a large portion of why it is so great to work with is that the more annoying things to do regarding timing things like shown in this video, are very much meant to be used in blueprint, along with how it can check for, apply and remove gameplay tags very easily. Those things you could probably still do in c++ too, but it's very much meant for you to only do the setup in c++, and then scripting the actual abilities in blueprint.
Love your channel. Your voice and manner of talking/explaining is 10/10. Thank god we have people like you who are willing to do this almost for free (at least yet). Cheers from Ukraine!
Great vid mate! Would love a proper tutorial for the GAS system btw
Never mind, tutorials are already up
the first few are, i can only get about 1 a week out at the moment consistently but over the next few weeks there should be a steady stream of content about GAS
I did not understand at all about the technical things you were talking about but I wish you all the best and success in your new game.
basically, lot of headache, but fixed it now XD
I was like "this guy sounds so Dutch".. then looking at the About page..😂
Anyways, lekker bezig! Ik moet binnenkort ook maar eens gaan koekeloeren in Unreal
You are one of the few Unreal devs I've seen on here that decided to try GAS. It's on my list of things to add. I just need to build up to it.
yeah you should have at least a decent grasp on the engine as a whole before jumping into it but it's really nice!
YOu must not be looking hard. It's the official standard for abilities and pretty much every popular youtuber of UE recommends using it.
GAS is really fun and allows a LOT of things (including multiplayer). I use it extensivelly. Now the point is the one you mentioned: Documentation :s
So you're tuts are so welcome. Any information source about GAS is valuable. And as an example, I would mention the "Action RPG" example from Epic
Yeah I honestly think that I will be using GAS for a lot of projects now that I have an understanding of it. The Action RPG project does help in learning though. but only once you've understood the basics and need to see how everything works together in a real world project. learning what is available in GAS, how to set it up and how things work together before jumping into an example project like that is the hard part... hopefully I can do my part to help with future people getting into it though :)
@@thegamedevcave Sure, the action RPG is just an example and will never replace documentation or tuts. You don't want to start from nothing and dive in this project. That's why I find your tuts welcome :) Still I mentioned it because it is a working example with nice base features and the code is commented (even if just a bit, still, I find it very informative).
Your first stop for GAS Documentation should be tranek's GITHUB page "GASDocumentation"
Can you use the gameplay ability system in blueprints? For some reason i thought it was only c++ lol
some of the setup requires using c++ like adding the ability system component, setting up attribute sets and writing complex calculations that take in more information than just 1 attribute (so instead of just doing health-= strength , if you want to do Health-= (strength-defence) that would be something you need to write in c++)
You can't use GAS 100% using only blueprint but a large portion of why it is so great to work with is that the more annoying things to do regarding timing things like shown in this video, are very much meant to be used in blueprint, along with how it can check for, apply and remove gameplay tags very easily. Those things you could probably still do in c++ too, but it's very much meant for you to only do the setup in c++, and then scripting the actual abilities in blueprint.
Love your channel. Your voice and manner of talking/explaining is 10/10. Thank god we have people like you who are willing to do this almost for free (at least yet). Cheers from Ukraine!
I appreciate that!
💪💯