Mornin’ folks!
I’ve been still trying to wrap my head around GAS for a couple days now… and I sort of got some stuff to work by building the boilerplate in C++ and then the individual ability execution and effect application in blueprint. But something I can’t figure out is the best practices to use this stuff with. I’m trying to make a simple sprint (no stamina), but I can’t for the life of me figure out a clean way to get it to activate the effect to adjust the attribute set for my walk speed and then on key release remove the effect. The activate ability requires a handle and the cancel or end requires an object??? Not sure why it requires an object, I would’ve thought a spec handle would’ve worked but I don’t see that, and than there are those latent nodes like wait input released that I can drop in but not sure how it’s supposed to know what input I’m talking about when I just run an execution pin into the call by class or handle. Wasn’t too sure about how GAS worked so I figured it’d be worth digging into a bit, but from my experience with it so far, it has an overreliance on runtime tags (maybe it’s just my OCD) and doesn’t seem to have a good way on tracking active effects and abilities without a web of tags. Any help is appreciated, let me know if you need the c++ code snippets too. Thanks y’all!

