Unreal Engine Plugin for extending the GAS in a Lyra-like manner.
Warning
This is still in development and some features may not work as expected.
The UModularGameplayAbilty is an extended version of the base UGameplayAbility
providing more functionality and customization options in the context of activation, failure, cooldowns, etc.
Gameplay Ability activation can happen in 3 different ways:
Activation Policy | Description |
---|---|
1. Passive | Used for abilities that always apply gameplay effects and/or tags when being given to an ASC. (e.g. "On Spawn") |
2. Triggered | Abilities that should be activated by a trigger (for example a GameplayEvent / Gameplay Message / etc.) |
3. Active | Abilities that should explicitly be activated by player actions. (E.g. pressing an input key) |
This will run through the default ability activation process but also checking for its Activation Group. Activation Groups are [...]
Activation Group | Description |
---|---|
[...] |
[...]
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As Gameplay Abilities are also able to be activated by bot-controlled pawns, the ModularGameplayAbility provides further logic modifying the AI's behavior.
E.g. during the Ability activation, if instigated by an AI, it will stop any Behavior Logic / AI Movement / RVO Avoidance / ...
[...]
The AModularAbilityActor provides logic for an actor that is meant to use the Ability System. Thus setting up an example of how to lazy-load the Ability System and manage pending attribute modifiers for optimal performance. [...]
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