Your series on GAS are amazing! Thank you very much. Would you consider making a video how to do a transition from this GAS blueprint setup into your other GAS on C++ ? For some people afraid of coding starting with this is easier but then moving into C++, even using your other videos, seems not a natural translation or really difficult to grasp. Maybe explaining some concepts related to the ones presented here or why makes sense to use C++ in some portions at least. Just an idea that I think will help (or at least me) a lot. Thanks again!
Unfortunately without plugins there's no way to set up attributes directly in c++! I will make that video when possible but hopefully the 5.5 update allows us to do so 🥳
i think with tag is better so you don't have to have a hard reference to every ability you have in the project that is used with the player and that is better for performance , good job explaining it bro the curve was smooth
Good starter tutorial on GAS, but please remember that if your character is already of the Character class, you can simply say, GetPlayerCharacter -> GetActorLocation. That player character cast is doing nothing but causing a hard reference to the Ability file.
Can you actually define your stats like health, stamina, strength etc. for GAS using BP only? I remember when I was checking GAS like two years ago, this was possible in C++ only.
I've been trying to use Gameplay Tags with Behavior Tees, There is a decorator "Check Gameplay Tag on Actor", but I can't make it work .. I found people talking about a C++ setup thing to do, but is it possible on a BluePrint project? Gameplay Tags seem to be very handy, but I find difficult to find specific informations about it :/ So thanks for your videos !
Currently a lot of the C++ stuff isn't exposed to nodes yet. There are quite a few advanced customizations and extensions which are hard to do because C++ is needed for performance reasons. Custom logic for how gameplay effects modify attributes beyond whats provided by default is also required by C++. Serialization is also needs to be done in C++ for replication optimization. There's a LOT I can talk about but it would take a long time to explain everything.
@@CodeWithRo Does this mean that for a multiplayer game, I still definitely have to use the C++ setup? I've been trying to teach myself C++ solely for this reason.
Add the ABILITY SYSTEM to your ThirdPersonCharacter under components after enabling the Gameplay Abilities plugin!
brief and straight to the point that’s how all tutorials should be. Thank you for this.
Thank youu 🥳
you are awasome!! thanks for these informations
Thank you for your support 🥹
was so lost with the c++ version. this is so helpful
Bro how do you manage to make so many good videos so fast?! Your schedule is insane! 😅
Lmao THANK YOU 🥹 i have been trying to make this my fulltime job so ive been going all out 🥳
@@CodeWithRo Well I wish the best to ya, it’ll take one video to hit it off with the algorithm! I’m sure you’ll find it
@@Alpha_GameDev-wq5cc thank you!! I just hope the community can make good games with my help 🥳
Your series on GAS are amazing! Thank you very much. Would you consider making a video how to do a transition from this GAS blueprint setup into your other GAS on C++ ? For some people afraid of coding starting with this is easier but then moving into C++, even using your other videos, seems not a natural translation or really difficult to grasp. Maybe explaining some concepts related to the ones presented here or why makes sense to use C++ in some portions at least. Just an idea that I think will help (or at least me) a lot. Thanks again!
Unfortunately without plugins there's no way to set up attributes directly in c++! I will make that video when possible but hopefully the 5.5 update allows us to do so 🥳
i think with tag is better so you don't have to have a hard reference to every ability you have in the project that is used with the player and that is better for performance , good job explaining it bro the curve was smooth
Thank you so much!! And agreed i will personally be using tags 😎🥹
Yo i just found your channel. Your videos are top notch quality, keep up the good work!
@@kantholzwerfer4273 thank you so much!! 🥹
Good starter tutorial on GAS, but please remember that if your character is already of the Character class, you can simply say, GetPlayerCharacter -> GetActorLocation. That player character cast is doing nothing but causing a hard reference to the Ability file.
🥳
with watch this before making my own abilitysystem
Good luck 🥹
Can you actually define your stats like health, stamina, strength etc. for GAS using BP only? I remember when I was checking GAS like two years ago, this was possible in C++ only.
You can define them in GAS using the GameplayEffect BP 🥹
I've been trying to use Gameplay Tags with Behavior Tees,
There is a decorator "Check Gameplay Tag on Actor", but I can't make it work ..
I found people talking about a C++ setup thing to do, but is it possible on a BluePrint project?
Gameplay Tags seem to be very handy, but I find difficult to find specific informations about it :/
So thanks for your videos !
I will be making videos on everything GAS related 🥳🥹
Great 🎉 a série of vidéos dedicated to a topic is always the best.
Is my problem on the list of your teaching ?
Nevertheless, I will follow closely 🙂
So for gas what can you not do with blueprints? I mostly see c++ with gas tutorials
Currently a lot of the C++ stuff isn't exposed to nodes yet. There are quite a few advanced customizations and extensions which are hard to do because C++ is needed for performance reasons. Custom logic for how gameplay effects modify attributes beyond whats provided by default is also required by C++. Serialization is also needs to be done in C++ for replication optimization. There's a LOT I can talk about but it would take a long time to explain everything.
@@CodeWithRo Does this mean that for a multiplayer game, I still definitely have to use the C++ setup? I've been trying to teach myself C++ solely for this reason.
3:51 I cannot find the Give Ability function and Try Activate Ability by Class.
Found it . I think you forgot to mention that you need to add the component "Ability System"
You're right! I said it too quickly my bad! Thank you 🥹
you are my fav youtuber the amount of effort you put in your tutorials is incredible! :)
Wow you give amazing compliments thank you so much 😊
Yeah!!! Gas with BP 😀
GAS is the 🐐
Have you checked out logic driver pro? Could be cool video
No i need to check that out 👀
@@CodeWithRo that’ll be awesome because so many things can be done so hopefully I’ll see a video?
@@shadowgaminghd1115 no, it's $300 😂 sorry i'm focusing on things support by epic games at the moment and this does not seem to be utilizing GAS
@@CodeWithRo that’s fair, there is a fully blueprint GAS it’s called GAS companion
more gas BP plz!
Love The Content. Work on the editing though! I hate hearing retakes
@@kennitay will try! Thank you for your support 🥹