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UE4 Gameplay Ability System for Blueprint Programmers – Pt 13 – Parsing Custom Data with Delegates

Posted on February 9, 2022 By Fire Angel 4 Comments on UE4 Gameplay Ability System for Blueprint Programmers – Pt 13 – Parsing Custom Data with Delegates



***This is a re-upload with hopefully a better audio quality***

UE4 Gameplay Ability System for Blueprint Programmers is a series which allows you to leverage the UE4’s powerful Gameplay Ability System, without any C++ knowledge.

In this video, I will show you how you can send some custom calculation and data from Attribute Set Class to Character Class and use it inside of Blueprints. In this example, we take a look at applying Speed Debuff to Player Character and send the attribute info using Multicast Delegates
—————————TIMESTAMPS—————————
00:00 Intro

—————————SOURCE CODE—————————
https://github.com/archangel4031/GASTutorial

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Gameplays Tags:ability, beginner, blueprint, gameplay, programmers, system, Tutorial, UE4, unreal gameplay cue

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Comments (4) on “UE4 Gameplay Ability System for Blueprint Programmers – Pt 13 – Parsing Custom Data with Delegates”

  1. Top player says:
    February 9, 2022 at 10:47 am

    Hello, could u upload your project file XD
    Because mine computer hard to compile c++ with 8GB ram😅

  2. 케챱될꺼야 says:
    February 9, 2022 at 10:47 am

    best unreal lecture

  3. KorinOo says:
    February 9, 2022 at 10:47 am

    Sorry if this is stupid question, but what is the difference between a Delegate and Event? Using examples form your tutorial: what is a difference (at the end) between OnSpeedChange and OnHealthChanged?
    Setup is a little different, but the end result seems to be the same.
    Are there some benefits to delegates that I don't see?

  4. Get Rekt says:
    February 9, 2022 at 10:47 am

    Thank you for this!

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