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

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

    Click image for larger version  Name:	ActionRPG_GameplayAbilities_02.jpg Views:	1 Size:	523.8 KB ID:	1574188

    WHAT

    The Action RPG sample game has gone through changes since its initial release, and in this week's livestream Sam Deiter and Paulo Souza will walk you through what has changed and why. They will demonstrate how you can add new weapons and abilities, as well as address some of the questions that were not answered in the previous Action RPG stream.

    WHEN
    Thursday, Jan 31 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube
    Facebook

    WHO
    Sam Deiter - Sr. Technical Writer - @Sam_Deiter
    Paulo Souza - Unreal Engine Evangelist - @unrealpaulo
    Amanda Bott - Community Manager - @amandambott
    Victor Brodin - Community Manager - @victor1erp

    RELEVANT
    Previous livestream
    Action RPG Documentation


    COMMUNITY SPOTLIGHT

    Piczle Colors
    https://www.nintendo.com/games/detai...-colors-switch

    Spykebots
    https://store.steampowered.com/app/1008010

    Amber County
    https://forums.unrealengine.com/comm...ojects/1576684

    ARCHIVE
    Last edited by VictorLerp; 02-01-2019, 05:36 PM.

  • replied
    Originally posted by huklen View Post
    I'm a little late to the party but now that Paragon is RIP, how is this going to affect the development of the Gameplay Abilities plugin? Is it still in active development? Are there plans to continue working on it?
    It's used in Fortnite.

    Leave a comment:


  • replied
    Originally posted by thadkinsjr View Post
    Fyi if your looking for the video. Twitch video has synced audio. Your Youtube video must've lost audio sync, or Amanda is beat boxing smooth jazz.
    Something went wrong when trimming the video on youtube. A new edit has been made and once it's processed audio should be back in sync.

    Leave a comment:


  • replied
    Fyi if your looking for the video. Twitch video has synced audio. Your Youtube video must've lost audio sync, or Amanda is beat boxing smooth jazz.

    Leave a comment:


  • replied
    I'm a little late to the party but now that Paragon is RIP, how is this going to affect the development of the Gameplay Abilities plugin? Is it still in active development? Are there plans to continue working on it?

    Leave a comment:


  • replied
    It should be live now!

    Leave a comment:


  • replied
    cant find the video on youtube

    Leave a comment:


  • replied
    did this happen ? cant find the video on youtube

    Leave a comment:


  • replied
    I am trying to expand the equipment system in the example so that each item can have multiple abilities, and when the player equips an item in the inventory they can choose what skill will be used (E.g.: The weapons have multiple possible attacks, and the potions can be drunk or thrown). and an item needs to be wielded to be used (e.g. A potion can be wielded just like a weapon)


    What do you think would be the best way to implement this?

    Leave a comment:


  • replied
    Yeeees!! Great topic for a stream!

    Leave a comment:


  • replied
    Originally posted by VictorLerp View Post
    We had technical difficulties and had to postpone the stream until next week. Really sorry about this folks, everything was working fine this morning.
    That's okay. Hopefully you guys will spend more time on the questions being asked here.

    My main question which I hope is addressed is how to correctly set up abilities that are Locally Predicted for a multiplayer environment. At the moment, if I spawn a projectile in the ability, it spawns 2 of them, one for the client and one on the server. This looks bad from the client POV because he sees two projectiles. The Proxy clients only see the Server spawned projectile which is fine.

    So, what's the best practice for setting up projectiles for a multiplayer environment?

    Leave a comment:


  • replied
    We had technical difficulties and had to postpone the stream until next week. Really sorry about this folks, everything was working fine this morning.

    Leave a comment:


  • replied
    Please, explain clearly the PredictionKeys, best practices for revert the Ability when server denies its execution and tips for weak precition. This is very unclear everywhere. Thanks!

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Hi! Great template! Have used it as a base for my souls-like for the past 6 months now, and have found it a great resource for learning the GameplayAbilities system!

    1. How would you make an equipped item change your stats (such as increasing attackpower)?

    2. What changes/approach would be needed to make loot with generated stats? Wouldn't the weapons assets currently stored as data assets be unsuitable to that purpose? (functionality scenario: you trade with a merchant, and his items for sale have randomly generated stats that change every time you open the store, if you buy an item it is stored in your inventory with the stats you bought it with, and it is saved between play sessions, essentially having become a "unique" asset.)

    3. How would you make a GE_GameplayAbility that takes "special input", such as the first button press throws out a mine, and a second button press detonates it? I wonder about this since I want to avoid cluttering up my playercontroller or character with variables and functions pertaining to the input of specific abilities.
    Attached Files
    Last edited by Manspear; 01-24-2019, 02:17 PM.

    Leave a comment:

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