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Benefits and Pitfalls of Using Gameplay Abilities Framework | Unreal Fest Online 2020

Posted on January 18, 2022 By Unreal Engine 13 Comments on Benefits and Pitfalls of Using Gameplay Abilities Framework | Unreal Fest Online 2020



The Gameplay Ability System in Unreal Engine helps to deliver gameplay functionalities and quickly iterate over prototypes.

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Comments (13) on “Benefits and Pitfalls of Using Gameplay Abilities Framework | Unreal Fest Online 2020”

  1. Cong Ma says:
    January 18, 2022 at 8:06 am

    Slide show too small on the screen, details are hard to see

  2. C McDowell says:
    January 18, 2022 at 8:06 am

    Key points:
    – Be careful with Gameplay Cues, as their target must also implement GAS (this could become an issue when interacting with the environment or minor Actors).
    – Gameplay Cues have limited parameters, so they may be difficult to use for complex fx (e.g. bullet tracers).
    – Gameplay Abilities are limited to one Anim Montage each.

    – Consider early on how you will initialise Attributes and Abilities.
    – GAS does not use the default TakeDamage Interface, and cannot do damage to Objects that do not use GAS. Note this means the 'god' console command will not work.
    – – They solved this by overriding TakeDamage on characters to work with GAS, effectively using TakeDamage as a wrapper.

    – Abilities can be interruptible by other abilities, this is potentially undesirable.
    – However, when Abilities are not interruptible they may be blocking (i.e. ignore player input).
    — They had success using a queue to execute player inputs made during blocking Ability, once the Ability finished.

    [GAS = Gameplay Ability System]

    Summary
    GAS is great within a closed system but requires workarounds when trying to interact with Objects that don't implement it. The further your game bends away from a MOBA/Diablo style concept the more work or creative thinking you will need to use. That being said, it is also a massive development time saver for any multiplayer game requiring complex stat and buff/debuff interactions.

    Key considerations are:
    – Integrating the default TakeDamage Interface and GAS.
    – Using Cues carefully, and creating an alternative system for complex fx or Objects without GAS.
    – Designing Abilities wisely given their limitation to a single Anim Montage and interruptible/blocking nature.

  3. Sean P says:
    January 18, 2022 at 8:06 am

    I wish the resolution was higher as well, all the text is super blurry, why bother having slides.

  4. Winston Pete says:
    January 18, 2022 at 8:06 am

    The audio is not good, but I see the subtitle is manually edited. Appreciated!
    Anywhere I can find the slides document? At 720p, some screenshots are not very readable (for example: 11:58 ).
    Thank you!

  5. Kyle Caffyn-Parsons says:
    January 18, 2022 at 8:06 am

    If it were at all possible, can you redo this particular talk?

  6. Adriel says:
    January 18, 2022 at 8:06 am

    How are you guys handling ammo? I understand the fortnite loses plain floats on the item, but it sounds like you guys are using a gameplay attribute?

  7. Peter Bengtson says:
    January 18, 2022 at 8:06 am

    Great content, but the horrible sound makes it painful to listen to.

  8. M Homde says:
    January 18, 2022 at 8:06 am

    This is amazingly helpful for getting into GAS and knowing how things work in real projects, much appreciated Mateusz

  9. Thorium CatBit says:
    January 18, 2022 at 8:06 am

    You can use only one montage in an ability? That makes me glad we didn't used the ability system and wend with our own implementation. What for example if you want to play a montage on upper body and another on lower body? Also sometimes combos can be easier made with multiple montages instead of one.

  10. Vincentfallen says:
    January 18, 2022 at 8:06 am

    Can i just you guys a favor ? I dont mean to be negative or anything . In fact, I'm so super grateful for everything u guys have done all this time. But I'm a really big fan of ur tutorials and would be really more grateful if u guys can fix ur sound problem. U guys have great tutorial videos but I just dont get it why the mic is super bad, not only that but even the recording method is a lot worse. As I said above I dont mean to be negative or anything but If i can ask for a favour pls try to use obs studio as ur recording software and dont get in Skype while recording cause Skype makes ur audio a lot worse. The instructor can easily record the video using obs studio and send it to the unreal youtube team where they can edit the video. This way there wont be problem with audios quality hopefully…Thank you in advance..

  11. Ignas Pocius says:
    January 18, 2022 at 8:06 am

    I wish there was a better microphone for this….

  12. Carlos Martinez says:
    January 18, 2022 at 8:06 am

    I love the content. Documentation on the GAS system is always welcomed. I wish they hired an English speaker for the presentation or used a better mic as people who aren't native will find it a little uncomfortable to pay attention to instead of focusing on the content. Thanks as always for sharing this!

  13. Scott T says:
    January 18, 2022 at 8:06 am

    Nice video 🙂

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