Etheri Dev Log#2: Learning about GAS and other things
- camjhill737
- Feb 13
- 1 min read
A cool thing I discovered so far in this project are TObjectPtrs which work serve the same purpose as raw pointers which look something like "class AActor* Actor" except these are template pointers so you must include your class inside <>.
Another important thing to know is that these pointers only work for UObjects. Since interfaces will be important for my top down game. I found that TScriptInterface works for objects that are implementing an interface, so then you are able to access functions from the interface class.

To start using GAS you need to enable the plugin Gameplay abilities. you also need to include Gameplay abilities, gameplay tags and gameplay tasks in the build file. After this I was able to create an ability system component class and an attribute set class with it actually compiling.
In GAS there is a replication mode which affects how gameplay effects are replicated to clients, there are three modes; minimal, mixed and full. Minimal only replicates a minimal amount of effects to clients but cannot replicate owned ability system component classes. Mixed is recommended instead as it will replicate gameplay effects to the owning client for owned ability system components. Full means that everything is replicated however in a multiplayer game there's likely to be gameplay information that doesn't replicating to all clients.
Comentarios