Unreal Engine –GAS Companion UE293
It includes the necessary initial C++ setup, helpers and additional features 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)
It enables non C++ developers to work with GAS using only Blueprints. Even non BP friendly, c++ required parts of GAS like Gameplay Attributes can be handled with a custom C++ generation Wizard for Attribute Sets.
Similarly, GAS Companion can help existing projects that are considering the use of GAS and accelerate the implementation, or provide guidance.
- Support for Modular Gameplay and Game Features (5.0 / 4.27 only)
- Enhanced Input Integration (5.0 / 4.27 only)
- 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 and / or modify the plugin source.
- Not Game Specific The plugin doesn’t make any assumptions about your game design and decisions, and was built to be generic enough to be used in any kind of game.
- Flexible AttributeSet / Attributes framework Generate custom Attributes from the Editor with a hand-crafted AttributeSet Wizard.
- Ability Queue System (with a Debug Widget! more information below)
- Ignore Ability Cost feature (Possibility to “loosely” check cost for Abilities, more information here)
- Melee Combo System Easy way to define melee abilities with combo capabilities
- Gameplay Ability / Effects Definitions Data Driven way to specify common parent GA / GE classes that are accessible through File Menu
- Straightforward UI framework with HUD UserWidget able to react to GAS related events (Support for custom attributes and events to listen for GameplayTags, GameplayEffects and CooldownStart / End)
- AttributeSet default 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
Features
Ability Queue System
- Store failed abilities and re-trigger when the previous running ability ends
Custom AbilitySystemComponent and GameplayAbility
- Support for startup Attributes, Effects and Abilities
- Activate abilities by Class / Tags (and return the activated ability)
- Abilities with onAbilityEnded delegate (useful for Behavior Tree Tasks)
- Abilities with Gameplay Effect Containers (inspired by Action RPG project)
Modular Gameplay Actors
- Supports extension by Game Features and implements IAbilitySystemInterface
Component based Most of the API is provided by Actor Components (Core / Combo / Ability Queue)
- Ability System helpers (Ability activation, Checking for GameplayTags, …)
- Ability, Attributes and Character lifecycle Events (OnAbilityActivated / Commit / Ended / Failed, OnAttributeChange, OnDamage, OnDeath, OnGameplayTagChange, OnGameplayEffectStackChange, OnCooldownStart / End, …)
Technical Details
Code Modules:
- GASCompanion (Runtime)
- GASCompanionEditor (Editor)
- GASCompanionDeveloper (UncookedOnly)
- ModularGASCompanion (Runtime) – 4.27 only (removed in 5.0)
- ModularGASCompanionEditor (Editor) – 4.27 only (removed in 5.0)
Number of Blueprints: 19
Number of C++ Classes: 103
Network Replicated: Yes
Version: 5.3.0 (5.0)
- Supported Development Platforms: Windows, Mac, Linux
- Supported Target Build Platforms: Windows, Mac, Linux
Version: 3.4.0 (4.27) / 2.1.1 (4.26) / 1.1.2 (4.24-4.25)
- Supported Development Platforms: Windows / Mac
- Supported Target Build Platforms: Windows, Mac, Xbox One, PS4