Gameplay Ability System in Multiplayer Games || Damian Nowakowski || Dark Point Games S.A.

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  • Опубліковано 19 чер 2024
  • The gameplay Ability System (GAS) in UE4 is a powerful tool, yet it is still poorly documented. Many struggles to learn it and understand what is its purpose. One of the biggest strengths of GAS is that it solves many problems gameplay programmers and designers might encounter when working on a multiplayer game. In this talk, I will show how gameplay can be implemented with GAS and how to configure it so it will work flawlessly over the network.
    Talk recorded at Game Industry Conference 2021
    #GameIndustryConference #unrealengine4 #programmingtools
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    Our website: gic.gd/
  • Наука та технологія

КОМЕНТАРІ • 18

  • @zompi2
    @zompi2 Рік тому +35

    Errata. Author of the talk here. After few months we've discovered that using Optional Objects to pass custom payload doesn't work on packaged builds. We use Target Data for custom payload and it works properly in every situation :)

    • @kungaentertainment
      @kungaentertainment Рік тому +3

      Thank ye for the lovely presentation, kind sir. :) First good one on Multiplayer use of GAS I've managed to find thus far :)

    • @zompi2
      @zompi2 Рік тому +2

      @@kungaentertainment Thank you for kind words! I also recommend this talk, which was kinda an inspiration for this one :) ua-cam.com/video/_713CSOWkTU/v-deo.html

    • @kungaentertainment
      @kungaentertainment Рік тому +1

      @@zompi2 ​ Mhm watched that one before already, even double-checked the link as You mentioned it within the presentation :) It is a nice overview but Yours was the first I found to more tackle the specifics of the GAS networking :)

    • @slinky_snek
      @slinky_snek Рік тому +2

      @zompi2 The talk was very helpful! Also, I think you went above and beyond by adding the errata. Thank you!

    • @unrealcomments3018
      @unrealcomments3018 Рік тому +1

      Out of curiosity, why wouldn't you just use the same initialisation method for both AI and Player characters?
      We know that both will be possessed or replicated, so surely you can initialise them both in the same way, allowing you to have the same level of certainty of controller existence for the AI characters that you do for player characters?
      I assume I'm just missing something, or haven't gotten far enough in the video yet, but I wanted to jot this question down before I forgot it! 😊

  • @yashkhd1100
    @yashkhd1100 5 місяців тому +1

    Excellent talk. The amount of information you covered in one hour talk is really worthy every minute. It saves lot of time for people having good experience with UE but no idea abut GAS.

  • @naezan
    @naezan 3 місяці тому

    This Conference was the easiest to understand GAS prediction video I've ever seen!!

  • @Kiran.KillStreak
    @Kiran.KillStreak Рік тому

    Thanks for the talk ,after so many youtubes watching ,came to right place .

  • @coltonwiley359
    @coltonwiley359 Рік тому +2

    Thanks for making this. Will help alot of us save time and trouble shooting

  • @rejidomus3013
    @rejidomus3013 Рік тому

    Thanks for this. The best video I have seen on this topic.

  • @Athasin
    @Athasin 8 місяців тому

    This was a very informative and funny presentation.

  • @dation0000
    @dation0000 Рік тому +3

    please I beg of you to make a tutorial for us smooth brains with c++, make sure the tutorials are dead easy to follow no jump skips. all the tutorial on this leaves me with more questions than answers

  • @nekto_man
    @nekto_man 5 місяців тому

    17:47 чел ты