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Gameplay Ability System Companion

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)

Marketplace link / Documentation / Playable Demo / Example Project / Issue Tracker

Features

  • 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

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