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Media 0 for listing Generic Gameplay Ability System - GAS for Blueprint Users, No C++ Required.

Description

Attention

This is a free product, You can always join my discord to get it for free. If you are new to GAS and wanna try it out, I suggest you get the plugin for free and start learning GAS first.

System overview

The Generic Gameplay Abilities ( GGA ) is a comprehensive extension of the GameplayAbilities module and provides many additional features that make it more generic, friendly to blueprint users, and improve the development experience for blueprint/C++ users.

This system was designed to be your foundation for building any other GAS-based system (combat, interaction, inventory etc).

The system is mainly composed of two modules.

GenericGameplayAbilities: This module provides a comprehensive extension of the built-in GameplayAbilities module, exposing most C++ APIs to blueprints, providing predefine parent actor(optional to use), common AbilityTaks, and various utility libraries.

GenericGameplayAttributes: This module comes with a code generator that can automatically generate code for various attribute sets, having built-in network replication, max/min clamp, changes notification, Gameplay Tag to Gameplay Attribute mapping, and blueprint API. by editing simple Json, and bridging through the provided attribute system component to allow you to handle any attribute changes externally through blueprint/C++ (without writing hundreds or thousands of lines of code in AttributeSet).

By combining these two modules, Blueprint users don't have to write C++ to build their games in a more advanced and professional way.

Documentation: English 中文

Video tutorials: In addition to documentation, I also plan to develop a series of free video tutorials for users with zero experience learning GAS based on this plugin.

Community: Discord QQ group: 64842100

For Blueprint Users

With GGA, even as a pure blueprint user, you can use GAS without needing to know C++. The only place in the GAS system where C++ is mandatory is GameplayAttribute, and this plugin provides the ability to generate GameplayAttribute code through Json configuration, so you don't need to write your own handwritten C++ code, you just need to convert your pure blueprint project into a code project.

There is also an optional GenericGameplayAttributes module that has common GameplayAttribute pre-built, so there is no need to convert the project to a code project if this meets your needs. See AttributeSystem for more.

A brutal truth

GAS is not just a system for making “skills”, it makes game development easy and makes many other systems redundant.

I recommend anyone to learn and use GAS, otherwise you will spend more time developing your game in a clumsy way.

It's time to use GGA to help you start your GAS-based development journey.

Features

  • Easy Integration: Integrating with just two component. There's no need to modify your existing character parent class.

  • Documentation with guidance: in addition to telling you the basic usage of GGA, I'll include a variety of my understanding of GAS and what I consider to be best practice usage.

  • Non-intrusive: Even if you don't use the provided ASC, you still can benefit from most blueprint function libraries. As GGA favors extension over inheritance.

  • Simplicity and purity: GGA focuses on making GAS easier to use, and does not smuggle in any code that should be left to other systems to make it look powerful.

Included formats

  • logo of Unreal Engine format

Additional files