Create a Fireball Spell with Gameplay Ability System (GAS) in Blueprints in Unreal Engine 5

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  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 69

  • @HaloAvon777
    @HaloAvon777 5 місяців тому +2

    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!

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +1

      Amazing to hear!! Thank you SO much! 🥹

  • @BlueUniverseChannel
    @BlueUniverseChannel 5 місяців тому +6

    Just finished watching this. Now i see even more why you champion GAS so much

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +2

      GAS is insane im just sad i didnt discover it sooner BUT WOW IM GLAD! 😂🥹

  • @Kachikapow
    @Kachikapow 5 місяців тому +1

    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!

  • @BLOODREDGENERALWUKONG
    @BLOODREDGENERALWUKONG 5 місяців тому +1

    Good luck with your new series!

  • @maskwaGaming
    @maskwaGaming 3 місяці тому +1

    Instead of casting to the character you can also get it with "actor info". This will give you the initiator of the ability.

  • @hurricanepirate
    @hurricanepirate 5 місяців тому +1

    Now we're cookin. Bravo

  • @BlueUniverseChannel
    @BlueUniverseChannel 5 місяців тому +1

    Ok now youve got my attention with this GAS series
    I trust you, Ro 👀

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +1

      GAS is INSANE!! Im going to over over some stats stuff too and gameplay effects - time to start an actual series! 🥹🥳

    • @BlueUniverseChannel
      @BlueUniverseChannel 5 місяців тому

      @@CodeWithRo will it help improve my fighting game? If so, in what way?

    • @BlueUniverseChannel
      @BlueUniverseChannel 5 місяців тому +1

      Like what are the things that I could do with it?

    • @CodeWithRo
      @CodeWithRo  5 місяців тому

      @@BlueUniverseChannel get in discord there's too much to explain LOL

  • @Demienj
    @Demienj 3 місяці тому +1

    you explain perfect! thank you sooo much for this video. can you add a video on how to add the ability to the inventory?

    • @CodeWithRo
      @CodeWithRo  3 місяці тому

      Yess i will be going over that using ninja inventory 🥳

  • @B4H4D1R
    @B4H4D1R 5 місяців тому +1

    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)

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +2

      I'll be making a series on GAS first then moving it to GASP 😎

  • @wolfpawz321
    @wolfpawz321 28 днів тому +1

    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

    • @CodeWithRo
      @CodeWithRo  28 днів тому +1

      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.

    • @wolfpawz321
      @wolfpawz321 26 днів тому

      @@CodeWithRo Ahhhh so basically when the player fires a fireball its by default a soft reference?

  • @ParaEquinox
    @ParaEquinox 2 місяці тому +1

    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

    • @ParaEquinox
      @ParaEquinox 2 місяці тому +1

      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

    • @ParaEquinox
      @ParaEquinox Місяць тому +1

      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

    • @CodeWithRo
      @CodeWithRo  Місяць тому +1

      Nice job! 🥳

  • @markbay9275
    @markbay9275 4 місяці тому +1

    How does this Blueprint example measure up against the true C++ implementation of GAS?

    • @CodeWithRo
      @CodeWithRo  4 місяці тому +1

      Blueprint works just fine! I prefer C++ cause it's easier but i know more people prefer blueprints

  • @Chatmanstreasure
    @Chatmanstreasure 5 місяців тому +1

    Great Video...makes it so much easier if you dont know C++ can you show how attributes like Health would be used with this

    • @CodeWithRo
      @CodeWithRo  5 місяців тому

      Unfortunately there's a very small amount of c++ needed to handle attributes 🥹

  • @xXxShankersxXx
    @xXxShankersxXx 4 місяці тому +1

    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

    • @CodeWithRo
      @CodeWithRo  4 місяці тому

      @@xXxShankersxXx apply gameplay effect as shown in other videos 🥳

  • @bronze497
    @bronze497 24 дні тому +1

    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
      @CodeWithRo  19 днів тому

      Would be more complex but doable!

    • @bronze497
      @bronze497 19 днів тому

      @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

  • @Harsh3901
    @Harsh3901 4 місяці тому +1

    Amazing and you explain it very well. but in my case fireball is shoot perfectly but the animation is not executing . pls help..

    • @CodeWithRo
      @CodeWithRo  4 місяці тому

      Make sure you select it using the Play Montage in your gameplay ability! 🥹

  • @Gragel_Fragel
    @Gragel_Fragel 4 місяці тому +1

    im having issues with the retargeting its just t-psoing and not doing any animations?

    • @CodeWithRo
      @CodeWithRo  4 місяці тому

      @@Gragel_Fragel are you clicking "Retarget animations" and not "retarget pose"? And you're retargeting from the xbot version to the quinSimple?

    • @Gragel_Fragel
      @Gragel_Fragel 4 місяці тому +1

      @@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?

    • @CodeWithRo
      @CodeWithRo  4 місяці тому

      @@Gragel_Fragel ohh yes you should! Retargeting is fixed and updated in 5.4.4

  • @kjcombo3480
    @kjcombo3480 2 місяці тому +1

    how to apply damage with these spells

    • @CodeWithRo
      @CodeWithRo  2 місяці тому

      Use gameplay effects and create a damage tag to reduce hp from an enemy 🥳

  • @galmehaely9021
    @galmehaely9021 4 місяці тому +1

    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

    • @CodeWithRo
      @CodeWithRo  4 місяці тому

      Try to add the spell to the Block Abilities with Tag in your GA_Fireball

    • @IcedCoffee_MA
      @IcedCoffee_MA 3 місяці тому +1

      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.

  • @eternalsoma
    @eternalsoma 5 місяців тому +1

    Are you doing a c++ version of this?

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +1

      I will probably be making a C++ series first as it's a LOT easier to deal with gas in C++ haha

    • @eternalsoma
      @eternalsoma 5 місяців тому

      @@CodeWithRo I think the same, blueprints are nice but end like a spaghetti and for some reason are so hard to follow

  • @davy4842
    @davy4842 5 місяців тому +1

    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!

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +1

      So essentially you want to play a different anim montage on canceled? Or on interrupted? 👀 let me know if can help you out

    • @davy4842
      @davy4842 5 місяців тому

      @@CodeWithRo yes that is exactly it ! If mana attribute is low play a cancel montage

    • @davy4842
      @davy4842 5 місяців тому

      @@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?

  • @Pharoah1224
    @Pharoah1224 5 місяців тому +1

    Great job!!!🎉🎉🎉
    Very well detailed and comprehensive.
    I would buy a more detailed version of this series on Udemy. You should publish one.

    • @CodeWithRo
      @CodeWithRo  5 місяців тому

      Thank you so much 🥹 maybe one day haha 🥳👀

  • @stultifiction
    @stultifiction Місяць тому +1

    I dont know why but when i updated to 5.5 it doesn't work at all for me

    • @CodeWithRo
      @CodeWithRo  Місяць тому

      There has been some changes to GAS via their roadmap! Let me make an updated video, thanks for letting me know!

    • @stultifiction
      @stultifiction Місяць тому

      @@CodeWithRo Omgg thank you, i thought it was me, ur awesome

  • @jej_x
    @jej_x 5 місяців тому +1

    Good vid topic thanks. I noticed you repeat a lot of lines twice with your edits though.

  • @Vanessacooksxo
    @Vanessacooksxo 5 місяців тому +1

    oooh this is so interesting! (*ᴗ͈ˬᴗ͈)ꕤ*.゚

  • @daru25able
    @daru25able 3 місяці тому +1

    Why Gas? All this could me achieved easily with projectile spawn

    • @CodeWithRo
      @CodeWithRo  3 місяці тому

      GAS isn't about the ability, it's about the interface/ modular battle tested framework created by epic thats replicated out of the box

  • @YoutubeAccountMan
    @YoutubeAccountMan 5 місяців тому +1

    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.

    • @CodeWithRo
      @CodeWithRo  5 місяців тому +2

      Understood, these are very beginner tutorials and many of my audience are brand new to unreal engine! 🥹