So I think this plugin is mature enough to be shared here now. The Plugin GAS Associate, is supposed to make your life easier while using Unreal’s Gameplay Ability System.
Its FREE!!
The plugin contains all the necessary C++ files required to make Gameplay Ability System work. This plugin allows you to jump quickly into GAS without needing to manually create each and every C++ file. More information can be found in README file
Thank you so much for this plugin. I am getting started with GAS and C++ and your work is much appreciated. I’ll be giving it a try in the upcoming weeks following your tutorial series.
A quick question, do you have any plans to explore GAS shipped with Lyra Starter Game in your YT channel? I wanted to expand Lyra with a few c++ modifications, mainly exposing a few variables and functions to blueprints just to get started.
Other people have already made some great videos on Lyra. Right now I’m trying to work on Enhanced Inputs and Modular Gameplay and how to use them with GAS. I do plan to learn Lyra myself and improve the GAS concepts that I already have.
Hi there,
I’ve finally got a change to test your plugin in a blank TPS project. I’ve noticed a few differences from your tutorial video, perhaps because of recent changes in your code. I am using the version 1.5.0 in UE5.1. For instance:
The node “Set Health Values” is not changing the health. Is it deprecated?
The Setter Functions are working correctly on my end, and they are not deprecated. I did make a video on how to use them UE5 Saving and Loading Attributes. They are not recommended for changing Attributes unless specifically required. I need to make a proper documentation for the plugin Will be updating the plugin for 5.1 soon
If inside character class, use the Get Health ValuePure Function to retrieve attributes value. The way you use in your screenshot is also fine.
These delegates are automatically called when Health or Mana is changed via a Gameplay Effect and are provided in Character class. This is the reason I say not to use Getter functions, since they do not trigger this Event.
There is a check mark when you create an Attribute called Use Max Attribute. It wil automatically create a MaxNAME attribute where NAME is the name of your attribute. For example, if attribute is named Health then checking the option will auto create a MaxHealth attribute which will be used for clamping Health attribute. You will need to specify its value in the Data Table though
Hope this clarifies your questions. Do not hesitate to ping me on Discord if you face issues
-Regards