~/talk

Exploring the Gameplay Ability System (GAS) with an Action RPG

Talkat Unreal Fest 2022 · 2022-10-17..10-20· [game-development]
name:Sam Pike
links:none on file
slides:none on file

Studio uses Unreal's Gameplay Ability System plus Data Tables and the Enhanced Input System to move from prototype to production, splitting attributes into primary/secondary/tertiary sets, granting abilities via data assets, and binding inputs to UInputActions. C++ overrides expose extra flags to Blueprint, async ability tasks handle waits, and dynamic infinite gameplay effects apply equipment stats; SetByCallerTagMagnitudes pass damage and crit data to conditional effects. Team-size constraints and a 5.0 curve-table cooking bug produce gotchas that are fixed with small C++ workarounds and a dev UI for stuck abilities.

AI-written summary · about

  1. 0:00Introduction to Silent Games
  2. 1:25Overview of the presentation
  3. 2:33Core GAS concepts
  4. 5:22Effects, tags, and cues
  5. 7:55GAS learning resources
  6. 10:12Prototype to production
  7. 12:02Initial GAS setup
  8. 14:29Character and ASC setup
  9. 17:48Attribute set structure
  10. 19:48Day-to-day GAS workflow
  11. 22:40Best practices and C++ overrides
  12. 25:05Async ability tasks
  13. 26:27Troubleshooting gameplay tags
  14. 28:07Handling dead-end abilities
  15. 30:07Initializing attributes
  16. 33:52Passing GE data and tags
  17. 36:25Dynamic equipment stats
  18. 39:08Data-driven ability traits
  19. 40:31Ability entity system
  20. 43:29Conclusion and resources
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.