Hi all,
I wrote down my knowledge of working with the GameplayAbilitySystem plugin for the past year on my Paragon Demo into a sort of unofficial personal documentation and included a simple multiplayer-ready third person shooter sample project.
Maybe it'll help someone learn how to use this powerful system.
https://github.com/tranek/GASDocumentation
Abilities implemented in the sample project:
I wrote down my knowledge of working with the GameplayAbilitySystem plugin for the past year on my Paragon Demo into a sort of unofficial personal documentation and included a simple multiplayer-ready third person shooter sample project.
Maybe it'll help someone learn how to use this powerful system.

https://github.com/tranek/GASDocumentation
Abilities implemented in the sample project:
Ability | Input Bind | Predicted | Blueprint or C++ | Description |
Jump | Space Bar | Yes | C++ | Makes the character jump. |
Gun | Left Mouse Button | No | C++ | Shoots the gun. Shooting animation is predicted but the projectiles are not. |
Aim Down Sights | Right Mouse Button | Yes | Blueprint | Character walks slower and aims down ironsights. |
Sprint | Left Shift | Yes | Blueprint | Character runs faster while draining stamina. |
Forward Dash | Q | Yes | Blueprint | Character dashes forward at the cost of stamina. |
Passive Armor Stacks | Passive Ability | No | Blueprint | Character passively gains armor stacks up to 4. Each instance of damage reduces an armor stack. |
Meteor | R | No | Blueprint | Player expends mana to target an area and drops a meteor on enemies doing AOE damage and stunning them. |
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