I've been putting off watching any GAS videos, because I thought it'd be a complicated thing to add into my brain. You perfectly explained and showed this how to use it with this video, and I have to give you props. Sincerely, thanks for this video!
A lot of moving parts/pieces to wrap my head around but got it working in my GASP project! I think I can see how it will be more useful in the future. Looking forward to the series!
Forgive my ignorance. I'm sure gas is obviously been designed for this sort of stuff. But is it more optimised? It seems to use blueprints a cast and two get actors of class nodes when you could use just two nodes directly in the player blueprint to achieve the same effect. Is it only worth using when you have lots of spells ect? I'm just trying to wrap my head around the benefits of doing things in blueprints? Thanks
Hey there! No need for casting, GAS soft references and is naturally replicated. There's a 'Get Avatar Actor Info' thats more optimized and recommend to use that if using BP.
as I have already looked, geting actors with interface doesn't work, because GAS isn't an actor, and getting component dosen't find the GAS blueprint in its drop menu
I found a Solution for it yesterday. here's what I did: 1-at the event activate ability inside the GAS blueprint I used get avatar actor info and called a interface message with an input of the type Gameplay Ability, Connecting the pin to a self reference, since it's inside the blueprint 2-At my Player Logic I setup the Interface Event of the message I called Early, setting the variable reference 3-upon that I was able to make my conditionals and call other events from inside the ability to further progress the stages of the ability I was designing. Hope it helps someone that is struggling with that kind of implementation
hi are you able to show a system in which you switch between 2 different abilities or different fire abilities i have a system that goes off of pick up but i want to change it to like a spell book to where you can have one button control the attack and another button switch out to a different ability
@CodeWithRo thanks appreciate it. I followed a tutorial from another person on a system with multiple abilities but it uses pickup actors but I just wanted it to be like a spell book where you technically already have the ability and just need to drag and drop it
@@CodeWithRo when I look for retarget animations it’s not the same as yours it comes up with something different, I’m using unreal 5.3.2 should I update to the newest version?
Great video man really ! but u got a problem that after the first time i cast the spell the second cast will spawn 2 fire balls at the same time and at the third 3 fire balls and so on... i cant figure what i did wrong
Hello I encountered the same problem and fixed it by putting an End Ability Node after the Spawn Actor Node. So what happens is the PlayMontage and wait task is not cleaned properly and it gets stacked and creates multiple instances on subsequent casts. Putting the End Ability Node cleans up any lingering tasks when the ability is finished.
Hello! Can you help me with GAS ? My m trying to play an alternative animation montage if the ability fails ! For the case of the fire ball ability imagine if the ability fails and the character gets pushed back or something!
Very great video, but I think you're confused with your target audience. For example, anyone who is looking for GAS stuff does not need to know what a mesh is or need an explanation of what is in the default character or what debug press F does. Anyone who does, is already going to be completely lost.
I've been putting off watching any GAS videos, because I thought it'd be a complicated thing to add into my brain. You perfectly explained and showed this how to use it with this video, and I have to give you props. Sincerely, thanks for this video!
Amazing to hear!! Thank you SO much! 🥹
Just finished watching this. Now i see even more why you champion GAS so much
GAS is insane im just sad i didnt discover it sooner BUT WOW IM GLAD! 😂🥹
A lot of moving parts/pieces to wrap my head around but got it working in my GASP project! I think I can see how it will be more useful in the future. Looking forward to the series!
Thank you! 🥳🥹
Good luck with your new series!
Thank you
Instead of casting to the character you can also get it with "actor info". This will give you the initiator of the ability.
Exactly 🥳!
Now we're cookin. Bravo
😎 yes we aree 😎
Thank you 🥹
Ok now youve got my attention with this GAS series
I trust you, Ro 👀
GAS is INSANE!! Im going to over over some stats stuff too and gameplay effects - time to start an actual series! 🥹🥳
@@CodeWithRo will it help improve my fighting game? If so, in what way?
Like what are the things that I could do with it?
@@BlueUniverseChannel get in discord there's too much to explain LOL
you explain perfect! thank you sooo much for this video. can you add a video on how to add the ability to the inventory?
Yess i will be going over that using ninja inventory 🥳
Another great video ro! Can you make a video about adding first person combat and armor system to gasp please (including armor and swords weight)
I'll be making a series on GAS first then moving it to GASP 😎
Forgive my ignorance. I'm sure gas is obviously been designed for this sort of stuff. But is it more optimised? It seems to use blueprints a cast and two get actors of class nodes when you could use just two nodes directly in the player blueprint to achieve the same effect. Is it only worth using when you have lots of spells ect? I'm just trying to wrap my head around the benefits of doing things in blueprints?
Thanks
Hey there! No need for casting, GAS soft references and is naturally replicated. There's a 'Get Avatar Actor Info' thats more optimized and recommend to use that if using BP.
@@CodeWithRo Ahhhh so basically when the player fires a fireball its by default a soft reference?
I'm having problems to make conditionals for the GAS abilities, because I don't know how to reference them correctly to use interfaces or even casting
as I have already looked, geting actors with interface doesn't work, because GAS isn't an actor, and getting component dosen't find the GAS blueprint in its drop menu
I found a Solution for it yesterday.
here's what I did:
1-at the event activate ability inside the GAS blueprint I used get avatar actor info and called a interface message with an input of the type Gameplay Ability, Connecting the pin to a self reference, since it's inside the blueprint
2-At my Player Logic I setup the Interface Event of the message I called Early, setting the variable reference
3-upon that I was able to make my conditionals and call other events from inside the ability to further progress the stages of the ability I was designing.
Hope it helps someone that is struggling with that kind of implementation
Nice job! 🥳
How does this Blueprint example measure up against the true C++ implementation of GAS?
Blueprint works just fine! I prefer C++ cause it's easier but i know more people prefer blueprints
Great Video...makes it so much easier if you dont know C++ can you show how attributes like Health would be used with this
Unfortunately there's a very small amount of c++ needed to handle attributes 🥹
but how do i make it cost mana, have cd and do damage? i feel like those are the most important parts of a Spell/Skill
@@xXxShankersxXx apply gameplay effect as shown in other videos 🥳
hi are you able to show a system in which you switch between 2 different abilities or different fire abilities i have a system that goes off of pick up but i want to change it to like a spell book to where you can have one button control the attack and another button switch out to a different ability
Would be more complex but doable!
@CodeWithRo thanks appreciate it. I followed a tutorial from another person on a system with multiple abilities but it uses pickup actors but I just wanted it to be like a spell book where you technically already have the ability and just need to drag and drop it
Amazing and you explain it very well. but in my case fireball is shoot perfectly but the animation is not executing . pls help..
Make sure you select it using the Play Montage in your gameplay ability! 🥹
im having issues with the retargeting its just t-psoing and not doing any animations?
@@Gragel_Fragel are you clicking "Retarget animations" and not "retarget pose"? And you're retargeting from the xbot version to the quinSimple?
@@CodeWithRo when I look for retarget animations it’s not the same as yours it comes up with something different, I’m using unreal 5.3.2 should I update to the newest version?
@@Gragel_Fragel ohh yes you should! Retargeting is fixed and updated in 5.4.4
how to apply damage with these spells
Use gameplay effects and create a damage tag to reduce hp from an enemy 🥳
Great video man really ! but u got a problem that after the first time i cast the spell the second cast will spawn 2 fire balls at the same time and at the third 3 fire balls and so on... i cant figure what i did wrong
Try to add the spell to the Block Abilities with Tag in your GA_Fireball
Hello I encountered the same problem and fixed it by putting an End Ability Node after the Spawn Actor Node. So what happens is the PlayMontage and wait task is not cleaned properly and it gets stacked and creates multiple instances on subsequent casts. Putting the End Ability Node cleans up any lingering tasks when the ability is finished.
Are you doing a c++ version of this?
I will probably be making a C++ series first as it's a LOT easier to deal with gas in C++ haha
@@CodeWithRo I think the same, blueprints are nice but end like a spaghetti and for some reason are so hard to follow
Hello! Can you help me with GAS ? My m trying to play an alternative animation montage if the ability fails ! For the case of the fire ball ability imagine if the ability fails and the character gets pushed back or something!
So essentially you want to play a different anim montage on canceled? Or on interrupted? 👀 let me know if can help you out
@@CodeWithRo yes that is exactly it ! If mana attribute is low play a cancel montage
@@CodeWithRo so what do you think sounds interesting right ?!!!! can you make a tutorial about it or boost me up with the way to do it?
Great job!!!🎉🎉🎉
Very well detailed and comprehensive.
I would buy a more detailed version of this series on Udemy. You should publish one.
Thank you so much 🥹 maybe one day haha 🥳👀
I dont know why but when i updated to 5.5 it doesn't work at all for me
There has been some changes to GAS via their roadmap! Let me make an updated video, thanks for letting me know!
@@CodeWithRo Omgg thank you, i thought it was me, ur awesome
Good vid topic thanks. I noticed you repeat a lot of lines twice with your edits though.
Thank you 🥹!
oooh this is so interesting! (*ᴗ͈ˬᴗ͈)ꕤ*.゚
Thank youuu 🥹
Why Gas? All this could me achieved easily with projectile spawn
GAS isn't about the ability, it's about the interface/ modular battle tested framework created by epic thats replicated out of the box
Very great video, but I think you're confused with your target audience. For example, anyone who is looking for GAS stuff does not need to know what a mesh is or need an explanation of what is in the default character or what debug press F does. Anyone who does, is already going to be completely lost.
Understood, these are very beginner tutorials and many of my audience are brand new to unreal engine! 🥹