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.
Abilities implemented in the sample project: [TABLE=“align: left, border: 1, cellpadding: 1”]
Blueprint or C++
Makes the character jump.
Left Mouse Button
Shoots the gun. Shooting animation is predicted but the projectiles are not.
Aim Down Sights
Right Mouse Button
Character walks slower and aims down ironsights.
Character runs faster while draining stamina.
Character dashes forward at the cost of stamina.
Passive Armor Stacks
Character passively gains armor stacks up to 4. Each instance of damage reduces an armor stack.
Player expends mana to target an area and drops a meteor on enemies doing AOE damage and stunning them.
In the GAS history I see what happens. How is the process of shipping these with an UE4 Version? Any chance to guess when all of these will be reviewed and get into the release?
On Pull request I see state of changes and whats in 4.24, but the view is global and not for GAS. It is possible to see such a Pull Request Overview for GAS, to see whats in review and whats inside the last UE4 releases?
Is GASShooter written in such a way that I could build off it for a dedicated server type game with good server side validation? For example with the hitscan stuff, is there support for server side validating there isn’t anything in between the shooter and the target, ie: no shooting through walls cause client said it could? Or would I be better off starting with my own initial project and building off of the concepts in the documentation?