Code Modules:

  • GASCompanion (Runtime)

  • GASCompanionEditor (Editor)

  • GASCompanionDeveloper (UncookedOnly)

Number of Blueprints: 19

Number of C++ Classes: 103

Network Replicated: Yes

Version: 6.1.1 (5.3, 5.4, 5.5) – 6.1.0 (5.2) – 6.0.0 (5.0 / 5.1)

  • 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

代码模块:

  • 气体公司(运行时)

  • GASCompanionEditor(编辑)

  • GASCompanionDeveloper(UncookedOnly)

蓝图数目:19

C++类数:103

网络复制:是

版本: 6.1.1 (5.3, 5.4, 5.5) – 6.1.0 (5.2) – 6.0.0 (5.0 / 5.1)

  • 支持的开发平台:Windows、Mac、Linux

  • 支持的目标构建平台:Windows、Mac、Linux

版本: 3.4.0 (4.27) / 2.1.1 (4.26) / 1.1.2 (4.24-4.25)

  • 支持的开发平台:Windows/Mac

  • 支持的目标构建平台:Windows、Mac










Documentation / Discord Server / Example Project / Changelog

Last Update: Nov 12, 2024 (6.1.1 for 5.3, 5.4, 5.5)

GAS Companion aims to be a general base for GAS powered projects without making any game design choices. The various parts of the system are intended to be subclassed and customized per project needs.

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, …)

文件 / 不和谐服务器 / 示例项目 / 更新日志

更新日期:11月12日, 2024 (6.1.1为5.3,5.4,5.5)

GAS Companion旨在成为燃气动力项目的一般基地,而无需做出任何游戏设计选择。 系统的各个部分旨在根据项目需要进行分类和定制。

它包括必要的初始C++设置,助手和其他功能,以开始一个新项目,该项目旨在使用Epic的GAS插件(即在Fortnite和Paragon中使用,并在动作RPG项目中展示)

它使非C++开发人员能够仅使用蓝图使用GAS。 即使不是BP友好的,c++需要的气体部分,如游戏属性可以处理自定义C++生成向导的属性集。

同样,GAS Companion可以帮助正在考虑使用气体并加速实施的现有项目,或提供指导。

  • 支持模块化游戏和游戏功能 (仅限5.0/4.27)

  • 增强的输入集成 (仅限5.0/4.27)

  • 作为插件提供 在项目之间轻松共享代码

  • 蓝图友好,不需要潜入cpp端,可以马上实现能力

  • C++也很友好! 您可以轻松地从提供的C++类扩展和/或修改插件源。

  • 不是特定游戏 该插件不会对您的游戏设计和决策做出任何假设,并且被构建为足够通用,可以在任何类型的游戏中使用。

  • 灵活的属性集/属性框架 使用手工制作的AttributeSet向导从编辑器生成自定义属性。

  • 能力队列系统 (带有调试小部件! 更多资料如下)

  • 忽略能力成本 功能(可能性”松散”检查成本的能力,更多信息 这里)

  • 近战连击系统 用组合能力定义近战能力的简单方法

  • 游戏能力/效果定义 数据驱动的方式来指定可通过文件菜单访问的通用父GA/GE类

  • 简单的UI框架 使用HUD UserWidget能够对GAS相关事件做出反应(支持自定义属性和事件以侦听GameplayTags,GameplayEffects和CooldownStart/End)

  • AttributeSet默认设置 拥有最常用的属性(生命值、耐力值、法力值)

  • PlayerState上的ASC (适用于玩家角色)或典当(适用于AI/NPC角色)

  • AI任务 通过行为树中的标签或类激活能力

特征

能力队列系统

  • 存储失败的技能,并在前一次运行技能结束时重新触发

自定义能力、系统组成和游戏可玩性

  • 支持启动属性、效果和能力

  • 按类/标签激活技能(并返回激活的技能)

  • 具有onAbilityEnded委托的能力(对行为树任务有用)

  • 具有游戏效果容器的能力(灵感来自动作RPG项目)

模块化游戏Actor

  • 支持游戏功能扩展并实现IAbilitySystemInterface

基于组件 大部分API由Actor组件(核心/组合/能力队列)提供

  • 能力系统助手(能力激活,检查GameplayTags,。..)

  • 能力,属性和字符生命周期事件(OnAbilityActivated/Commit/Ended/Failed,OnAttributeChange,OnDamage,OnDeath,OnGameplayTagChange,OnGameplayEffectStackChange,OnCooldownStart/End,。..)

声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。