01 - GAS Project Setup - Let's Make a Top Down Shooter

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Alamar's Dev Domain

Alamar's Dev Domain

Күн бұрын

This Unreal 5.3 Gameplay Ability System video is about project setup for a Top Down Shooter based on the Gameplay Ability System attached to the Player State (instead of the Character). We start with a Third Person C++ Project, with C++ base classes for Character and Game Mode (Generated by the Editor). After that, we create an Enum meant to be used for Input through the Enhanced Input and Gameplay Ability Systems, and the C++ classes for GameplayAbility and PlayerState. The Enum is added to the GameplayAbility class, and the ASC is added to, and owned by, the PlayerState. Next, some ASC functionality is added to the Character, and then in the Editor, Blueprints are created for PlayerState and GameMode.
Getting Started with the Gameplay Ability System (GAS) in Unreal Engine 5.4 - • Getting Started with t...
Patreon - patreon.com/user?u=100648137
Now You're Cooking with GAS - Project Setup - • Setting up the Gamepla...
tranek GAS Documentation - github.com/tranek/GASDocument...
Chapters
00:00 - Intro and Project Creation
01:35 - Gameplay Abilities Plugin
02:20 - Dependency Module Names
02:45 - Ability Input ID Enum
03:52 - C++ Class Creation for GameplayAbility and PlayerState
06:00 - Adding the ASC to the PlayerState Class
07:17 - Adding ASC support to the Character Class
10:15 - Creating the PlayerState Blueprint
11:50 - Creating the GameMode Blueprint
13:15 - Outro

Пікірлер: 20
@axxessdenied
@axxessdenied 2 ай бұрын
I've watched up to 30+ so far and I have to say this is pretty great foundation to get you going in the right direction with UE5. Great mix of coding/blueprint usage. I find other videos are too heavy on the blueprints. I guess it depends on what your workflow is like.
@AlamarsDevDomain
@AlamarsDevDomain 2 ай бұрын
Thanks for watching, and for the kind words. As much as I'd prefer doing almost everything in C++, I think there's more tutorial value to mix the two. Foundational stuff (Parent Classes, Structs, Enums, etc) are all 'objectively' better in C++, but BP is fast for prototyping and easier to learn, and teach. Though I feel I get bogged down making the BP 'Code' readable (consistent and well spaced) too often : )
@CaptainHoke
@CaptainHoke 9 ай бұрын
Oiii mate thanks a bunch, looking forward to the continuation!
@AlamarsDevDomain
@AlamarsDevDomain 9 ай бұрын
Thanks for watching : )
@priceless5386
@priceless5386 9 ай бұрын
Looking forward to this series. Just curious, will you be adding multiplayer, or is this a single player game with GAS?
@AlamarsDevDomain
@AlamarsDevDomain 9 ай бұрын
Thanks for watching : ) Not intending to add multiplayer for this series, but might in the next (so not soon heh).
@shannenmr
@shannenmr 9 ай бұрын
@@AlamarsDevDomain GAS but no MP ? :(
@MatheusGamedev
@MatheusGamedev 3 ай бұрын
Hi, first of all thanks for the series of tutorials. I have a question, what is the difference between having the ability component in the player state instead of implementing it in the character?
@AlamarsDevDomain
@AlamarsDevDomain 3 ай бұрын
Thanks for watching : ) The short answer is, not much heh... I do touch on this right at the start of the video, kzfaq.info/get/bejne/e96aiJByub6bco0.html But basically, if you want to be able to swap out characters but keep your set of abilities, using the PlayerState can be a better option. Personally, I'm not going to do that with any projects going forward (Like in the upcoming UE 5.4 GAS Project Setup video heh) because I think it's just not worth the extra hassle.
@MatheusGamedev
@MatheusGamedev 3 ай бұрын
@@AlamarsDevDomain Sorry, I rewatched the video and saw that you had already explained it. But thank you for your patience and explaining it here again!
@shannenmr
@shannenmr 9 ай бұрын
I realise you have probably already recorded a lot of this series already but have you thought about pivoting (or add additional bonus videos) to something more like an Action Roguelike or Vampire Survivors style game as they are more "hot right now" then just a Top Down Shooter ?
@AlamarsDevDomain
@AlamarsDevDomain 9 ай бұрын
Thanks for watching : ) I had considered a Horde Survival (Genre name I like slightly better than Bullet Heaven), as I'm really enjoying a bunch of the games coming out in that genre, but I don't know that Unreal is a good choice for that. There are a lot of performance implications without the game being 3D, but that certainly adds a LOT more. So while it's possible to do a reasonable 3D Horde Survival like Soulstone Survivors, that's a big ask for a solo/small team. And as for 2D, it could work, but I'm not a big fan of Unreal's 2D Support/System. If I make a Horde Survival Playlist, I would probably just do it in Godot, and I'd like to at some point. Having said all that, I will try to keep in mind some variations that might fit that better, which is mostly about a massive amount of mobs, along with a progression system that includes many auto attack weapons and such. Thanks for the suggestion : )
@shannenmr
@shannenmr 9 ай бұрын
@@AlamarsDevDomain I did some basic prototyping and found the Animation system became the bottleneck first with lots of AI, I moved everything to be fastpath and threadsafe / multi-threaded which helped a lot, I moved some stuff to C++ which helped some, then I tried the Animation Sharing Plugin which considerably helped though does have some limitations... I wanted to test using Vertex Animations but at this point there are more potential savings elsewhere and the free tools I found to create them all had their issues. The next performance issue was that I was using the Character class and the CMC with RVO, I was able to get some decent performance gains from using NavMesh Walking mode instead (introduced by EPIC for the Trash NPC's in Paragon) and reducing the tick-rate of the CMC slightly (better if could time slice groups over multiple frames) then played with the idea of stripping the CMC code down but instead started looking into using the Floating Pawn Movement method which is a lot more performant but OOTB is definitely "lower fidelity" but passable in this style of game... I also looked into MASS which actually feels like it might be a better ultimate solution with its movement processors and more efficient RVO but the documentation and examples are lacking currently to know for sure.
@wildbard4112
@wildbard4112 Ай бұрын
What's that command you do to automatically create the functions? How do you do that?
@AlamarsDevDomain
@AlamarsDevDomain Ай бұрын
When you get the green squiggle under your function name, you can right click on it and click 'Quick Actions and Refactorings', which will give you a 'Create Definition of in '. You can also select the function, and hit the shortcut of Ctrl + . to get the Create Definition submenu popup. Thanks for watching : )
@ekagaurangadas
@ekagaurangadas 5 ай бұрын
Why did you choose third person instead of top down template?
@AlamarsDevDomain
@AlamarsDevDomain 5 ай бұрын
Thanks for watching... Some of the video : ) I mention right at the beginning that I didn't want the pathfinding click-to-move hooked up to the Character, and that they're very similar, so feel free to start with top down.
@AIDNPlaysStuff
@AIDNPlaysStuff 6 ай бұрын
No idea why but I cant get this to work, Not doing anything other than your video and it doesn't let me build because of 4 - 6 errors when all I've touched is the files as you with the exact same edits
@AlamarsDevDomain
@AlamarsDevDomain 6 ай бұрын
Throw the errors up here or somewhere else, along with the lines they're referring to, and thanks for watching ; )
@AIDNPlaysStuff
@AIDNPlaysStuff 6 ай бұрын
@@AlamarsDevDomain You respond fast but I managed to work it out xD simple misspelling, thanks for the offer to look over my errors though.
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