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
GAS Companion 旨在成为 GAS 驱动项目的通用基础,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求进行子类化和定制。
它包括必要的初始 C++ 设置、帮助程序和附加功能,以开始一个旨在使用 Epic 的 GAS 插件的新项目(即在 Fortnite 和 Paragon 中使用,并在 Action RPG 项目中展示)
它使非 C++ 开发人员能够仅使用蓝图来使用 GAS。 即使是非 BP 友好的、GAS 所需的 C++ 部分(例如游戏属性)也可以使用属性集的自定义 C++ 生成向导来处理。
同样,GAS Companion 可以帮助正在考虑使用 GAS 的现有项目并加速实施,或者提供指导。
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,可在项目之间轻松共享代码
蓝图友好,无需深入cpp端,您可以立即实现能力
C++ 也很友好! 您可以轻松地从提供的 C++ 类进行扩展和/或修改插件源。
不特定于游戏该插件不会对您的游戏设计和决策做出任何假设,并且其构建足够通用,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属性集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!更多信息如下)
忽略能力成本功能(可以“宽松地”检查能力成本,更多信息请参见此处)
近战组合系统 通过组合能力定义近战能力的简单方法
游戏能力/效果定义数据驱动方式指定可通过文件菜单访问的通用父 GA/GE 类
简单的 UI 框架,带有 HUD UserWidget,能够对 GAS 相关事件做出反应(支持自定义属性和事件来侦听 GameplayTags、GameplayEffects 和 CooldownStart / End)
属性集默认设置包含最常用的属性(生命值、耐力、法力)
PlayerState 上的 ASC(对于玩家角色)或 Pawn 上的 ASC(对于 AI / NPC 角色)
AI 任务通过行为树中的标签或类别激活能力
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