Do you still need to setup GAS in C++?

Hi, I’ve enabled the Gameplay Abilities plugin, and I’ve noticed you have access to the AbilitySystem component straight away, with no C++ setup. I’ve made a dummy Gameplay Ability and it seems to be working.

Now, when I try to make an Attribute Set, the tooltip says “AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent”.

What exactly does that mean? Is there anything still to be done in C++, or is everything working as it should?

I made an AttributeSet blueprint and made a few variables in there. And then I made a variable of that AttributeSet type in my Player Character blueprint, and it seems to be getting the variables from it just fine.

I’m not a programmer. Is that Attribute Set utilizing the Gameplay Ability System, or should I follow the tutorials and setup everything in C++? Or have I got it wrong, and that’s not the way you’re supposed to use an Attribute Set?

Thanks.

Edit:

OK, so I’ve noticed you can add the attribute sets to the Attribute Test category in the Details panel of the AbilitySystem component.

But I’ve tried to get them at runtime with GetAttributeSet and it doesn’t work:

Last i checked yes attributes must be done in c++ mostly the rest can be done in BP

its very easy to do even if youre not a programmer or you can create your own attribute system and not use the inbuilt one, this limits some functions but is still viable

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Thank you. I don’t suppose you can somehow make a child of your main attribute set in blueprints? So you don’t have to add variables to it in C++, when you need to? Why is the AttributeSet class even available in blueprints?

i believe someone did mod/extend it so everything is in BP, i cant remember what its called but you can google/check the fab store.

i assume eventually they want to make it fully BP

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