Unreal Engine Livestream - Action RPG: Gameplay Abilities System - Jan 31 - Live from HQ

I and other developers in my team using ability system from when it was published. It is a great framework to use when one trying to build some moba like game. So, at first, I want to say thank you Epic for publishing it!

For discussion on the Livestream it would be very useful to clarify this topics:

  1. Attribute calculation flaw. It is not clear from source code the order, conditions, and params of events like PreAttributeChange, PostGameplayEffectExecute and so on.

  2. In ActionRpg there is example of using PostGameplayEffectExecute to callback some event in game on Instant Effect application. But how to callback some event when effect with duration is applied to buff character speed on 10 sec for example?

  3. There is specific issue with effect recalculation. Lets say Character has move speed attribute (base=500,current=500). Then we buff it for 10 seconds like so (base=500,current=700), and then we apply instant effect on level up to buff speed on 100 more points. We expect move speed to become (base=600,current=800). But from ability system we get some other numbers like (base=570,current=750), i don’t remember exactly what the latest numbers are, but I’am sure they are not that we are expecting them to be.

  4. Please, give us more info about Modifiers, Executions, ExecutionCalculation and their calculation rules in Effects. Can we use them to make Effects with damage based on distance from explosion? For now we are using SetByCallerMagnitude node with calculations on Blueprint side, but it would be great to now how to do it with custom ExecutionCalculation or so.

  5. May be we should have effect modifiers calculation algorithm explained in the docs?

  6. Local Predicted Abilities are supposed to be great in multiplayer environment, but there is lack of info and examples of how the one should make such ability blueprints in the right way. There are some notes in source code, but it is very complex system to understand from sources without additional docs and info.

  7. Can you tell us more info about using Ability Targeting actors?

  8. What is the right workflow to use Gameplay Cues?

  9. We have specific issue with Gameplay Cues. They are working on owning client and listen server from the Editor, but in the Development build particles that they should show are absent. Do we need some additional settings for them to be present in Development or Production builds?