I look at every code update for this system. I have no idea what it does for most part or why it is the way it is, but it was huge help in looking how pros are doing it :D, and drawing some inspiration from :D.
For anyone reading this thread, here are a few tips I’ve discovered.
In general, SkillSystem has been renamed to GameplayAbilities. So when updating build files, add GameplayAbilities instead of SkillSystem (or GameplayAbilitiesEditor in UnrealEd.Build.cs)
Any update on when GameplayAbilities will be ready for “prime time”? It’s been in development for almost two years now…
Should a game team start using it or build something on their own to do the same thing?
I’ve been spending the last week or so wrapping my head around this module and bridging between it and our game. So far, I agree with both your cautions and assessment. Right now, I’m still optimistic that it will be largely on target with our needs. Sometimes, the biggest challenge has been building my understanding and acceptance of its strategies when it doesn’t align with how I’ve done it in the past. Adjusting to another solution has been a bit hard - especially with relatively little documentation.
I don’t see many posts about this module in the forums - or anywhere really. I would love to see a bit of a community of developers working on clarifying and improving this module together. I will start some threads as I see questions and topics that would be relevant to others…
Would pull requests for changes to this module be welcomed? (At minimum, I’d love to be able to override some functions that aren’t currently virtual…)
Hi, @epic, can we have an update on the Status of this features? I bet you are now pretty stable on this due Paragon state, can we expect something on 4.11 or 4.12 with some documentation?
Litlle bump on this as 4.12 just went out and nothing have changed in source code since 6 months. Is it stable and ready to use? Any starting doc planned?