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Inside Unreal: A Guided Tour of Gameplay Abilities

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    #16
    Originally posted by rle.dreamplant View Post
    are you guys aware of existance of this doc: https://github.com/tranek/GASDocumentation ? Seems like you missed it...
    I missed it as well! Thanks for sharing the info!

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      #17
      perfect thank you!!!! more learning these past two months have been insane i love unreal engine

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        #18
        Very excited about this one.

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          #19
          Just a quick request if you guys can make sure we can watch the stream at lower resolution like 360P.
          Some of us or stuck on mobile data at the moment and it would be too expensive for us to watch at 1080 or 720 P
          Thank you!!!

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            #20
            how and where can we get the project files before the stream...it still says soon

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              #21
              Hey all, Mike needed a little bit more time to make sure the project is clean and commented before we share it. It'll be available soon!

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                #22
                I guess considering the depth of GAS won't be possible. But would love to see GAS in conjunction of Behaviour Trees. Or at least, the cleanest way to add GAS to the AI classes.

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                  #23
                  Originally posted by rle.dreamplant View Post
                  Game Dev_onian Hanziness are you guys aware of existance of this doc: https://github.com/tranek/GASDocumentation ? Seems like you missed it...
                  I am absolutely aware of it and I still don't consider this project a guided tour on the setup process of GAS. This is a project that is already set up (just like ActionRPG) with the system and while the README does go through the steps of setting up GAS, I still miss some official Epic live stream that shows how to initialize GAS in a base project (ie. a video tutorial of what GASDocumentation's README mentions in 4.1.2.). That's what I hoped this live stream would cover.

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                    #24
                    Hi, thanks a lot for the awesome episode. I have a question; can the GAS let the player customize the abilities like in diablo or path of exile? For instance, add an explosion to a fireball spell on collision, or make it shoot extra projectiles, or apply a damage over time effect etc.? Thanks a lot!

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                      #25
                      A question they didn't get to on stream (username praise_solek) but I'd love to hear more about:
                      What's a/the recommended implementation of getting TargetData? The built-in GAS TargetActor system is inefficient, so what's a good way to use it in a shipped game?

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                        #26
                        Thank you for the stream guys, was really good. I saw a lot of the technical questions were getting to Michael so i did try to chime in to help where i could. The GAS system is really powerful and there is so much stuff. Michael did really well there.

                        Thank you
                        Game Programmer - Working for a Indie Studio.

                        Visit my blog: TheGamesDev

                        InterKaos Games

                        PC Specs:
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                          #27
                          Amazing stream ! We need more stream and communication/documentation about GAS !

                          Looking forward for the next GAS documentation update

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                            #28
                            Originally posted by VictorLerp View Post
                            Hey all, Mike needed a little bit more time to make sure the project is clean and commented before we share it. It'll be available soon!
                            tis a meme now

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                              #29
                              I wouldn't mind to get my hands on the messy version of the project files, even with an "unofficial link"

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                                #30
                                I'd be really great if there would be a follow up stream focusing on multiplayer

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