Hi there,
I’ve set-up my GAS. Everything works perfectly, I have an attribute set (PlayerDefaultAttributeSet) with a speed attribute :
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "PlayerDefaultAttributeSet.generated.h"
#define ATTRIBUTE_ACCESORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
/**
*
*/
UCLASS()
class PROJECTB_API UPlayerDefaultAttributeSet : public UAttributeSet
{
GENERATED_BODY()
UPlayerDefaultAttributeSet();
public:
ATTRIBUTE_ACCESORS(UPlayerDefaultAttributeSet, Health);
ATTRIBUTE_ACCESORS(UPlayerDefaultAttributeSet, MaxHealth);
ATTRIBUTE_ACCESORS(UPlayerDefaultAttributeSet, Speed);
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category= "Attributes", Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Health;
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Attributes", Meta = (AllowPrivateAccess = true))
FGameplayAttributeData MaxHealth;
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Speed, Category = "Attributes", Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Speed;
UFUNCTION()
virtual void OnRep_Health(const FGameplayAttributeData& OldHealth);
UFUNCTION()
virtual void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth);
UFUNCTION()
virtual void OnRep_Speed(const FGameplayAttributeData& OldSpeed);
virtual void PreAttributeBaseChange(const FGameplayAttribute &Attribute, float &NewValue) const override;
virtual void PreAttributeChange(const FGameplayAttribute &Attribute, float &NewValue) override;
virtual void ClampAttributeOnChange(const FGameplayAttribute &Attribute, float &NewValue) const;
};
And I have my ability system correctly setup on the character script :
AProjectBCharacter::AProjectBCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Create the ability system component
AbilitySystemComponent = CreateDefaultSubobject<UAbilitySystemComponent>(TEXT("AbilitySystemComp"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
// Create attribute set
AttributeSet = CreateDefaultSubobject<UPlayerDefaultAttributeSet>(TEXT("AttributeSet"));
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}
I want my character movement speed GetCharacterMovement()->MaxWalkSpeed
to depends on the speed attribute. That way, when I create a gameplay effect that adds 30% to the speed attribute, the change are applied to the maxwalkspeed of the character.
I have two question :
- How do I make it so the MaxWalkSpeed depends on the speed attribute ?
- What do I need to write to assign a gameplay effect to self (also remove it), with the gameplay effect being a blueprint I’ve already created ?
(For the former question, I have set up a sprint button that ideally would apply a gameplay effect modifiers to the speed attribute on pressed, and remove the gameplay effect on released)
ChatGPT doesn’t provide any meaningful answers and the solution to create a delegate found here : https://github.com/tranek/GASDocumentation?tab=readme-ov-file#concepts-a just straight up doesn’t work.
Thank you in advance