Questions tagged [unreal-gameplay-ability-system]

14 questions
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Unreal GAS: Print out the current value of an attribute to UI when it changes

When the base value of an attribute changes, there is UAttributeSet::PostGameplayEffectExecute() available to access the (new) value and GameplayEffect with its context. I'm using this to print the changed value to UI (this is also done in…
Roi Danton
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Unreal GAS: When a GameplayAbility is considered as executed

In Unreal GameplayAbilitySystem, e.g. Cancel Abilities With Tag is documented with Cancels any already-executing Ability [..] and the source code says (in GameplayAbility.h) Abilities with these tags are cancelled when this ability is…
Roi Danton
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Define field with macro, but Field cannot have type 'void' and/or Expected ')'

Trying to simplify writing boiler plate, but I get Field cannot have type 'void' and / or Expected ')' Newbie c++, I've seen a bunch questions like this, but still can't figure it out. The errors are still too cryptic to me to able to google…
n-smits
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Unreal GAS: Influence of the GameplayEffect aggregator on gameplay attribute values

During analyzing the lifetime of a GameplayEffect modifier and execution, I've stumbled across attribute aggregators or GameplayEffect aggregators (both terms are used in source code). These are used to evaluate modified attribute values (they are…
Roi Danton
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Rewind of Players death in Unreal engine

Can anybody suggest me how to make the Gears of war style like death? i.e, when players dies they show the rewind of how the player dies.
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How to retrieve the GameplayEvent payload from a GameplayAbility trigger?

When using Unreals GameplayAbilitySystem, a GameplayAbility can be triggered using a GameplayEvent. When using UAbilityTask_WaitGameplayEvent, the GameplayEvent provides a payload of class FGameplayEventData. Is it possible to retrieve such an…
Roi Danton
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How to get the delta value of an GameplayAbility attribute on client (after attribute value change)?

In my Unreal Engine project, which uses GameplayAbilitySystem and the default server->client architecture, the client gets notified of an attribute value changes that happened on the server. Additionally, I'm trying to get not only the new value,…
Roi Danton
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How to determine why a GameplayAbility failed to activate

To get notified about the reason why a GameplayAbility failed to activate, it is possible to assign a function to the delegate UAbilitySystemComponent::AbilityFailedCallbacks(). It contains a tag parameter. This parameter can be used to determine…
Roi Danton
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Using Rootmotion tasks (from Gameplay Ability system) in a sequence causes network correction of position in UE5.1

I am using UE5.1, latest and greatest from epic games store. I've set up GAS system, and created simple ability with one goal - to execute two movements one after another: As you can see, we firstly fly up, and them we are getting launched in the…
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AbilitySystemComp GetSet retrun null

I have been implementing GAS in a project of mine and something is bugging me to no end. In this youtube video made by unreal, they use the function AttributeSet = AbilitySystemComponent->GetSet(); Where according to…
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How can I create a UE4 UCLASS base class that uses CreateDefaultSubobject() but allow sub-classes to change the type of the sub-object?

I am writing a re-usable RPG framework with the UE4 Gameplay Ability System. As part of the framework, I want to provide a character base class that games can override. The base class should instantiate both the Ability System Component (ASC) and…
GuyPaddock
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UE4 Gameplay Ability Systems - Triggered a break point error

I'm relatively new to using the UE4 Gameplay Ability System. What I'm trying to do is create an ability task for a gameplay ability that's made from blueprint. When I debugged it in VS studio, I get this error when it was trying to instantiate a new…
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How to fix the UClass has no member "WeaponMesh" error?

Currently I have a class for my character like so: .h #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "DarkFantasies_MainCharacter_Base.generated.h" class USpringArmComponent; class UCameraComponent; class…
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What is replicated when gameplay attributes are synchronized across the network?

What I understand is, that GameplayAbilities do not need to replicate to update GameplayAttributes across the network, since they don't influence attributes directly. Instead, this is the task of GameplayEffects. So what is it that updates the…
Roi Danton
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