Documentation repository
Leveraging the power of the Gameplay Ability System, this plugin provides a starting point and a robust foundation to speed up the creation and development of GAS-based projects.
It includes the necessary C++ code and Blueprints to get started on a new project that aims to use Epic's GAS plugin (used namely in Fortnite and Paragon, and showcased in Action RPG project)
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- Provided as a Plugin to easily share code between projects
- Blueprint Friendly, no need to dive into the cpp side, you can implement Abilities right away
- C++ Friendly too! You can easily extend from the provided C++ class or modify the plugin source.
- GAS Companion aims to be a general base for GAS powered projects without making any game design choices. The system is intended to be subclassed and customized per project needs.
- Not Game specific The plugin doesn't make assumptions about your game design and decisions, and was built to be generic enough to be used in any kind of game.
- Ability Queueing System Store failed abilities and re-trigger when the previous running ability ends, with a custom Debug Widget to visualize the state of the Queueing System
- Ignore Ability Cost for activation Possibility to "loosely" check cost for Abilities, only checking for positive resource value, letting abilities activate even if attributes goes into negative values - but still prevents activation when value is 0 or below 0
- AttributeSet setup with most commonly used Attributes (Health, Stamina, Mana)
- ASC on PlayerState (for Player characters) or on Pawns (for AI / NPC Characters)
- AI Tasks Activate Abilities by Tags or Class from Behavior Trees
- Custom AbilitySystemComponent and GameplayAbility
- Activate abilities by Class / Tags and return the activated ability
- Abilities with onAbilityEnded delegate (useful for Behavior Tree Tasks)
- Abilities with Gameplay Effect Containers
- Comprehensive Base Character
- Getters for AttributeSet values
- Support for startup Attributes, Effects and Abilities
- Ability, Attributes and Character lifecycle Events
- OnAbilityActivated
- OnAbilityEnded
- OnAbilityFailed
- OnRespawn
- OnDamage
- OnAttributeChange
- OnHealthChange
- OnStaminaChange
- OnManaChange
- Ability System helpers (Ability activation, Checking for GameplayTags, ...)
- UI setup and basic HUDs provided