My understanding of Unreal Engine 4's GameplayAbilitySystem plugin (GAS) with a simple multiplayer sample project. This is not official documentation and neither this project nor myself are affiliated with Epic Games. I make no guarantee for the accuracy of this information.
The goal of this documentation is to explain the major concepts and classes in GAS and provide some additional commentary based on my experience with it. There is a lot of 'tribal knowledge' of GAS among users in the community and I aim to share all of mine here.
The Sample Project and documentation are current with Unreal Engine 4.27. There are branches of this documentation for older versions of Unreal Engine, but they are no longer supported and are liable to have bugs or out of date information.
GASShooter is a sister Sample Project demonstrating advanced techniques with GAS for a multiplayer FPS/TPS.
The best documentation will always be the plugin source code.
- Intro to the GameplayAbilitySystem Plugin
- Sample Project
- Setting Up a Project Using GAS
- Concepts
4.1 Ability System Component
4.1.1 Replication Mode
4.1.2 Setup and Initialization
4.2 Gameplay Tags
4.2.1 Responding to Changes in Gameplay Tags
4.3 Attributes
4.3.1 Attribute Definition
4.3.2 BaseValue vs CurrentValue
4.3.3 Meta Attributes
4.3.4 Responding to Attribute Changes
4.3.5 Derived Attributes
4.4 Attribute Set
4.4.1 Attribute Set Definition
4.4.2 Attribute Set Design
4.4.2.1 Subcomponents with Individual Attributes
4.4.2.2 Adding and Removing AttributeSets at Runtime
4.4.2.3 Item Attributes (Weapon Ammo)
4.4.2.3.1 Plain Floats on the Item
4.4.2.3.2AttributeSet
on the Item
4.4.2.3.3ASC
on the Item
4.4.3 Defining Attributes
4.4.4 Initializing Attributes
4.4.5 PreAttributeChange()
4.4.6 PostGameplayEffectExecute()
4.4.7 OnAttributeAggregatorCreated()
4.5 Gameplay Effects
4.5.1 Gameplay Effect Definition
4.5.2 Applying Gameplay Effects
4.5.3 Removing Gameplay Effects
4.5.4 Gameplay Effect Modifiers
4.5.4.1 Multiply and Divide Modifiers
4.5.4.2 Gameplay Tags on Modifiers
4.5.5 Stacking Gameplay Effects
4.5.6 Granted Abilities
4.5.7 Gameplay Effect Tags
4.5.8 Immunity
4.5.9 Gameplay Effect Spec
4.5.9.1 SetByCallers
4.5.10 Gameplay Effect Context
4.5.11 Modifier Magnitude Calculation
4.5.12 Gameplay Effect Execution Calculation
4.5.12.1 Sending Data to Execution Calculations
4.5.12.1.1 SetByCaller
4.5.12.1.2 Backing Data Attribute Calculation Modifier
4.5.12.1.3 Backing Data Temporary Variable Calculation Modifier
4.5.12.1.4 Gameplay Effect Context
4.5.13 Custom Application Requirement
4.5.14 Cost Gameplay Effect
4.5.15 Cooldown Gameplay Effect
4.5.15.1 Get the Cooldown Gameplay Effect's Remaining Time
4.5.15.2 Listening for Cooldown Begin and End
4.5.15.3 Predicting Cooldowns
4.5.16 Changing Active Gameplay Effect Duration
4.5.17 Creating Dynamic Gameplay Effects at Runtime
4.5.18 Gameplay Effect Containers
4.6 Gameplay Abilities
4.6.1 Gameplay Ability Definition
4.6.1.1 Replication Policy
4.6.1.2 Server Respects Remote Ability Cancellation
4.6.1.3 Replicate Input Directly
4.6.2 Binding Input to the ASC
4.6.2.1 Binding to Input without Activating Abilities
4.6.3 Granting Abilities
4.6.4 Activating Abilities
4.6.4.1 Passive Abilities
4.6.5 Canceling Abilities
4.6.6 Getting Active Abilities
4.6.7 Instancing Policy
4.6.8 Net Execution Policy
4.6.9 Ability Tags
4.6.10 Gameplay Ability Spec
4.6.11 Passing Data to Abilities
4.6.12 Ability Cost and Cooldown
4.6.13 Leveling Up Abilities
4.6.14 Ability Sets
4.6.15 Ability Batching
4.6.16 Net Security Policy
4.7 Ability Tasks
4.7.1 Ability Task Definition
4.7.2 Custom Ability Tasks
4.7.3 Using Ability Tasks
4.7.4 Root Motion Source Ability Tasks
4.8 Gameplay Cues
4.8.1 Gameplay Cue Definition
4.8.2 Triggering Gameplay Cues
4.8.3 Local Gameplay Cues
4.8.4 Gameplay Cue Parameters
4.8.5 Gameplay Cue Manager
4.8.6 Prevent Gameplay Cues from Firing
4.8.7 Gameplay Cue Batching
4.8.7.1 Manual RPC
4.8.7.2 Multiple GCs on one GE
4.8.8 Gameplay Cue Events
4.8.9 Gameplay Cue Reliability
4.9 Ability System Globals
4.9.1 InitGlobalData()
4.10 Prediction
4.10.1 Prediction Key
4.10.2 Creating New Prediction Windows in Abilities
4.10.3 Predictively Spawning Actors
4.10.4 Future of Prediction in GAS
4.10.5 Network Prediction Plugin
4.11 Targeting
4.11.1 Target Data
4.11.2 Target Actors
4.11.3 Target Data Filters
4.11.4 Gameplay Ability World Reticles
4.11.5 Gameplay Effect Containers Targeting- Commonly Implemented Abilities and Effects
5.1 Stun
5.2 Sprint
5.3 Aim Down Sights
5.4 Lifesteal
5.5 Generating a Random Number on Client and Server
5.6 Critical Hits
5.7 Non-Stacking Gameplay Effects but Only the Greatest Magnitude Actually Affects the Target
5.8 Generate Target Data While Game is Paused
5.9 One Button Interaction System- Debugging GAS
6.1 showdebug abilitysystem
6.2 Gameplay Debugger
6.3 GAS Logging- Optimizations
7.1 Ability Batching
7.2 Gameplay Cue Batching
7.3 AbilitySystemComponent Replication Mode
7.4 Attribute Proxy Replication
7.5 ASC Lazy Loading- Quality of Life Suggestions
8.1 Gameplay Effect Containers
8.2 Blueprint AsyncTasks to Bind to ASC Delegates- Troubleshooting
9.1LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!
9.2ScriptStructCache
errors
9.3 Animation Montages are not replicating to clients
9.4 Duplicating Blueprint Actors is setting AttributeSets to nullptr- Common GAS Acronyms
- Other Resources
11.1 Q&A With Epic Game's Dave Ratti
11.1.1 Community Questions 1
11.1.2 Community Questions 2- GAS Changelog
From the Official Documentation:
The Gameplay Ability System is a highly-flexible framework for building abilities and attributes of the type you might find in an RPG or MOBA title. You can build actions or passive abilities for the characters in your games to use, status effects that can build up or wear down various attributes as a result of these actions, implement "cooldown" timers or resource costs to regulate the usage of these actions, change the level of the ability and its effects at each level, activate particle or sound effects, and more. Put simply, this system can help you to design, implement, and efficiently network in-game abilities as simple as jumping or as complex as your favorite character's ability set in any modern RPG or MOBA title.
The GameplayAbilitySystem plugin is developed by Epic Games and comes with Unreal Engine 4 (UE4). It has been battle tested in AAA commercial games such as Paragon and Fortnite among others.
The plugin provides an out-of-the-box solution in single and multiplayer games for:
- Implementing level-based character abilities or skills with optional costs and cooldowns (GameplayAbilities)
- Manipulating numerical
Attributes
belonging to actors (Attributes) - Applying status effects to actors (GameplayEffects)
- Applying
GameplayTags
to actors (GameplayTags) - Spawning visual or sound effects (GameplayCues)
- Replication of everything mentioned above
In multiplayer games, GAS provides support for client-side prediction of:
- Ability activation
- Playing animation montages
- Changes to
Attributes
- Applying
GameplayTags
- Spawning
GameplayCues
- Movement via
RootMotionSource
functions connected to theCharacterMovementComponent
.
GAS must be set up in C++, but GameplayAbilities
and GameplayEffects
can be created in Blueprint by the designers.
Current issues with GAS:
GameplayEffect
latency reconciliation (can't predict ability cooldowns resulting in players with higher latencies having lower rate of fire for low cooldown abilities compared to players with lower latencies).- Cannot predict the removal of
GameplayEffects
. We can however predict addingGameplayEffects
with the inverse effects, effectively removing them. This is not always appropriate or feasible and still remains an issue. - Lack of boilerplate templates, multiplayer examples, and documentation. Hopefully this helps with that!
A multiplayer third person shooter sample project is included with this documentation aimed at people new to the GameplayAbilitySystem Plugin but not new to Unreal Engine 4. Users are expected to know C++, Blueprints, UMG, Replication, and other intermediate topics in UE4. This project provides an example of how to set up a basic third person shooter multiplayer-ready project with the AbilitySystemComponent
(ASC
) on the PlayerState
class for player/AI controlled heroes and the ASC
on the Character
class for AI controlled minions.
The goal is to keep this project simple while showing the GAS basics and demonstrating some commonly requested abilities with well-commented code. Because of its beginner focus, the project does not show advanced topics like predicting projectiles.
Concepts demonstrated:
ASC
onPlayerState
vsCharacter
- Replicated
Attributes
- Replicated animation montages
GameplayTags
- Applying and removing
GameplayEffects
inside of and externally fromGameplayAbilities
- Applying damage mitigated by armor to change health of a character
GameplayEffectExecutionCalculations
- Stun effect
- Death and respawn
- Spawning actors (projectiles) from an ability on the server
- Predictively changing the local player's speed with aim down sights and sprinting
- Constantly draining stamina to sprint
- Using mana to cast abilities
- Passive abilities
- Stacking
GameplayEffects
- Targeting actors
GameplayAbilities
created in BlueprintGameplayAbilities
created in C++- Instanced per
Actor
GameplayAbilities
- Non-Instanced
GameplayAbilities
(Jump) - Static
GameplayCues
(FireGun projectile impact particle effect) - Actor
GameplayCues
(Sprint and Stun particle effects)
The hero class has the following abilities:
Ability | Input Bind | Predicted | C++ / Blueprint | Description |
---|---|---|---|---|
Jump | Space Bar | Yes | C++ | Makes the hero jump. |
Gun | Left Mouse Button | No | C++ | Fires a projectile from the hero's gun. The animation is predicted but the projectile is not. |
Aim Down Sights | Right Mouse Button | Yes | Blueprint | While the button is held, the hero will walk slower and the camera will zoom in to allow more precise shots with the gun. |
Sprint | Left Shift | Yes | Blueprint | While the button is held, the hero will run faster draining stamina. |
Forward Dash | Q | Yes | Blueprint | The hero dashes forward at the cost of stamina. |
Passive Armor Stacks | Passive | No | Blueprint | Every 4 seconds the hero gains a stack of armor up to a maximum of 4 stacks. Receiving damage removes one stack of armor. |
Meteor | R | No | Blueprint | Player targets a location to drop a meteor on the enemies causing damage and stunning them. The targeting is predicted while spawning the meteor is not. |
It does not matter if GameplayAbilities
are created in C++ or Blueprint. A mixture of the two were used here for example of how to do them in each language.
Minions do not come with any predefined GameplayAbilities
. The Red Minions have more health regen while the Blue Minions have higher starting health.
For GameplayAbility
naming, I used the suffix _BP
to denote the GameplayAbility's
logic was created in Blueprint. The lack of suffix means the logic was created in C++.
Blueprint Asset Naming Prefixes
Prefix | Asset Type |
---|---|
GA_ | GameplayAbility |
GC_ | GameplayCue |
GE_ | GameplayEffect |
Basic steps to set up a project using GAS:
- Enable GameplayAbilitySystem plugin in the Editor
- Edit
YourProjectName.Build.cs
to add"GameplayAbilities", "GameplayTags", "GameplayTasks"
to yourPrivateDependencyModuleNames
- Refresh/Regenerate your Visual Studio project files
- Starting with 4.24, it is now mandatory to call
UAbilitySystemGlobals::Get().InitGlobalData()
to useTargetData
. The Sample Project does this inUAssetManager::StartInitialLoading()
. SeeInitGlobalData()
for more information.
That's all that you have to do to enable GAS. From here, add an ASC
and AttributeSet
to your Character
or PlayerState
and start making GameplayAbilities
and GameplayEffects
!
4.1 Ability System Component
4.2 Gameplay Tags
4.3 Attributes
4.4 Attribute Set
4.5 Gameplay Effects
4.6 Gameplay Abilities
4.7 Ability Tasks
4.8 Gameplay Cues
4.9 Ability System Globals
4.10 Prediction
The AbilitySystemComponent
(ASC
) is the heart of GAS. It's a UActorComponent
(UAbilitySystemComponent
) that handles all interactions with the system. Any Actor
that wishes to use GameplayAbilities
, have Attributes
, or receive GameplayEffects
must have one ASC
attached to them. These objects all live inside of and are managed and replicated by (with the exception of Attributes
which are replicated by their AttributeSet
) the ASC
. Developers are expected but not required to subclass this.
The Actor
with the ASC
attached to it is referred to as the OwnerActor
of the ASC
. The physical representation Actor
of the ASC
is called the AvatarActor
. The OwnerActor
and the AvatarActor
can be the same Actor
as in the case of a simple AI minion in a MOBA game. They can also be different Actors
as in the case of a player controlled hero in a MOBA game where the OwnerActor
is the PlayerState
and the AvatarActor
is the hero's Character
class. Most Actors
will have the ASC
on themselves. If your Actor
will respawn and need persistence of Attributes
or GameplayEffects
between spawns (like a hero in a MOBA), then the ideal location for the ASC
is on the PlayerState
.
Note: If your ASC
is on your PlayerState
, then you will need to increase the NetUpdateFrequency
of your PlayerState
. It defaults to a very low value on the PlayerState
and can cause delays or perceived lag before changes to things like Attributes
and GameplayTags
happen on the clients. Be sure to enable Adaptive Network Update Frequency
, Fortnite uses it.
Both, the OwnerActor
and the AvatarActor
if different Actors
, should implement the IAbilitySystemInterface
. This interface has one function that must be overriden, UAbilitySystemComponent* GetAbilitySystemComponent() const
, which returns a pointer to its ASC
. ASCs
interact with each other internally to the system by looking for this interface function.
The ASC
holds its current active GameplayEffects
in FActiveGameplayEffectsContainer ActiveGameplayEffects
.
The ASC
holds its granted Gameplay Abilities
in FGameplayAbilitySpecContainer ActivatableAbilities
. Any time that you plan to iterate over ActivatableAbilities.Items
, be sure to add ABILITYLIST_SCOPE_LOCK();
above your loop to lock the list from changing (due to removing an ability). Every ABILITYLIST_SCOPE_LOCK();
in scope increments AbilityScopeLockCount
and then decrements when it falls out of scope. Do not try to remove an ability inside the scope of ABILITYLIST_SCOPE_LOCK();
(the clear ability functions check AbilityScopeLockCount
internally to prevent removing abilities if the list is locked).
The ASC
defines three different replication modes for replicating GameplayEffects
, GameplayTags
, and GameplayCues
- Full
, Mixed
, and Minimal
. Attributes
are replicated by their AttributeSet
.
Replication Mode | When to Use | Description |
---|---|---|
Full |
Single Player | Every GameplayEffect is replicated to every client. |
Mixed |
Multiplayer, player controlled Actors |
GameplayEffects are only replicated to the owning client. Only GameplayTags and GameplayCues are replicated to everyone. |
Minimal |
Multiplayer, AI controlled Actors |
GameplayEffects are never replicated to anyone. Only GameplayTags and GameplayCues are replicated to everyone. |
Note: Mixed
replication mode expects the OwnerActor's
Owner
to be the Controller
. PlayerState's
Owner
is the Controller
by default but Character's
is not. If using Mixed
replication mode with the OwnerActor
not the PlayerState
, then you need to call SetOwner()
on the OwnerActor
with a valid Controller
.
Starting with 4.24, PossessedBy()
now sets the owner of the Pawn
to the new Controller
.
ASCs
are typically constructed in the OwnerActor's
constructor and explicitly marked replicated. This must be done in C++.
AGDPlayerState::AGDPlayerState()
{
// Create ability system component, and set it to be explicitly replicated
AbilitySystemComponent = CreateDefaultSubobject<UGDAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
//...
}
The ASC
needs to be initialized with its OwnerActor
and AvatarActor
on both the server and the client. You want to initialize after the Pawn's
Controller
has been set (after possession). Single player games only need to worry about the server path.
For player controlled characters where the ASC
lives on the Pawn
, I typically initialize on the server in the Pawn's
PossessedBy()
function and initialize on the client in the PlayerController's
AcknowledgePossession()
function.
void APACharacterBase::PossessedBy(AController * NewController)
{
Super::PossessedBy(NewController);
if (AbilitySystemComponent)
{
AbilitySystemComponent->InitAbilityActorInfo(this, this);
}
// ASC MixedMode replication requires that the ASC Owner's Owner be the Controller.
SetOwner(NewController);
}
void APAPlayerControllerBase::AcknowledgePossession(APawn* P)
{
Super::AcknowledgePossession(P);
APACharacterBase* CharacterBase = Cast<APACharacterBase>(P);
if (CharacterBase)
{
CharacterBase->GetAbilitySystemComponent()->InitAbilityActorInfo(CharacterBase, CharacterBase);
}
//...
}
For player controlled characters where the ASC
lives on the PlayerState
, I typically initialize the server in the Pawn's
PossessedBy()
function and initialize on the client in the Pawn's
OnRep_PlayerState()
function. This ensures that the PlayerState
exists on the client.
// Server only
void AGDHeroCharacter::PossessedBy(AController * NewController)
{
Super::PossessedBy(NewController);
AGDPlayerState* PS = GetPlayerState<AGDPlayerState>();
if (PS)
{
// Set the ASC on the Server. Clients do this in OnRep_PlayerState()
AbilitySystemComponent = Cast<UGDAbilitySystemComponent>(PS->GetAbilitySystemComponent());
// AI won't have PlayerControllers so we can init again here just to be sure. No harm in initing twice for heroes that have PlayerControllers.
PS->GetAbilitySystemComponent()->InitAbilityActorInfo(PS, this);
}
//...
}
// Client only
void AGDHeroCharacter::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
AGDPlayerState* PS = GetPlayerState<AGDPlayerState>();
if (PS)
{
// Set the ASC for clients. Server does this in PossessedBy.
AbilitySystemComponent = Cast<UGDAbilitySystemComponent>(PS->GetAbilitySystemComponent());
// Init ASC Actor Info for clients. Server will init its ASC when it possesses a new Actor.
AbilitySystemComponent->InitAbilityActorInfo(PS, this);
}
// ...
}
If you get the error message LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!
then you did not initialize your ASC
on the client.
FGameplayTags
are hierarchical names in the form of Parent.Child.Grandchild...
that are registered with the GameplayTagManager
. These tags are incredibly useful for classifying and describing the state of an object. For example, if a character is stunned, we could give it a State.Debuff.Stun
GameplayTag
for the duration of the stun.
You will find yourself replacing things that you used to handle with booleans or enums with GameplayTags
and doing boolean logic on whether or not objects have certain GameplayTags
.
When giving tags to an object, we typically add them to its ASC
if it has one so that GAS can interact with them. UAbilitySystemComponent
implements the IGameplayTagAssetInterface
giving functions to access its owned GameplayTags
.
Multiple GameplayTags
can be stored in an FGameplayTagContainer
. It is preferable to use a GameplayTagContainer
over a TArray<FGameplayTag>
since the GameplayTagContainers
add some efficiency magic. While tags are standard FNames
, they can be efficiently packed together in FGameplayTagContainers
for replication if Fast Replication
is enabled in the project settings. Fast Replication
requires that the server and the clients have the same list of GameplayTags
. This generally shouldn't be a problem so you should enable this option. GameplayTagContainers
can also return a TArray<FGameplayTag>
for iteration.
GameplayTags
stored in FGameplayTagCountContainer
have a TagMap
that stores the number of instances of that GameplayTag
. A FGameplayTagCountContainer
may still have the GameplayTag
in it but its TagMapCount
is zero. You may encounter this while debugging if an ASC
still has a GameplayTag
. Any of the HasTag()
or HasMatchingTag()
or similar functions will check the TagMapCount
and return false if the GameplayTag
is not present or its TagMapCount
is zero.
GameplayTags
must be defined ahead of time in the DefaultGameplayTags.ini
. The UE4 Editor provides an interface in the project settings to let developers manage GameplayTags
without needing to manually edit the DefaultGameplayTags.ini
. The GameplayTag
editor can create, rename, search for references, and delete GameplayTags
.
Searching for GameplayTag
references will bring up the familiar Reference Viewer
graph in the Editor showing all the assets that reference the GameplayTag
. This will not however show any C++ classes that reference the GameplayTag
.
Renaming GameplayTags
creates a redirect so that assets still referencing the original GameplayTag
can redirect to the new GameplayTag
. I prefer if possible to instead create a new GameplayTag
, update all the references manually to the new GameplayTag
, and then delete the old GameplayTag
to avoid creating a redirect.
In addition to Fast Replication
, the GameplayTag
editor has an option to fill in commonly replicated GameplayTags
to optimize them further.
GameplayTags
are replicated if they're added from a GameplayEffect
. The ASC
allows you to add LooseGameplayTags
that are not replicated and must be managed manually. The Sample Project uses a LooseGameplayTag
for State.Dead
so that the owning clients can immediately respond to when their health drops to zero. Respawning manually sets the TagMapCount
back to zero. Only manually adjust the TagMapCount
when working with LooseGameplayTags
. It is preferable to use the UAbilitySystemComponent::AddLooseGameplayTag()
and UAbilitySystemComponent::RemoveLooseGameplayTag()
functions than manually adjusting the TagMapCount
.
Getting a reference to a GameplayTag
in C++:
FGameplayTag::RequestGameplayTag(FName("Your.GameplayTag.Name"))
For advanced GameplayTag
manipulation like getting the parent or children GameplayTags
, look at the functions offered by the GameplayTagManager
. To access the GameplayTagManager
, include GameplayTagManager.h
and call it with UGameplayTagManager::Get().FunctionName
. The GameplayTagManager
actually stores the GameplayTags
as relational nodes (parent, child, etc) for faster processing than constant string manipulation and comparisons.
GameplayTags
and GameplayTagContainers
can have the optional UPROPERTY
specifier Meta = (Categories = "GameplayCue")
that filters the tags in the Blueprint to show only GameplayTags
that have the parent tag of GameplayCue
. This is useful when you know the GameplayTag
or GameplayTagContainer
variable should only be used for GameplayCues
.
Alternatively, there's a separate structure called FGameplayCueTag
that encapsulates a FGameplayTag
and also automatically filters GameplayTags
in Blueprint to only show those tags with the parent tag of GameplayCue
.
If you want to filter a GameplayTag
parameter in a function, use the UFUNCTION
specifier Meta = (GameplayTagFilter = "GameplayCue")
. GameplayTagContainer
parameters in functions can not be filtered. If you would like to edit your engine to allow this, look at how SGameplayTagGraphPin::ParseDefaultValueData()
from Engine\Plugins\Editor\GameplayTagsEditor\Source\GameplayTagsEditor\Private\SGameplayTagGraphPin.cpp
calls FilterString = UGameplayTagsManager::Get().GetCategoriesMetaFromField(PinStructType);
and passes FilterString
to SGameplayTagWidget
in SGameplayTagGraphPin::GetListContent()
. The GameplayTagContainer
version of these functions in Engine\Plugins\Editor\GameplayTagsEditor\Source\GameplayTagsEditor\Private\SGameplayTagContainerGraphPin.cpp
do not check for the meta field properties and pass along the filter.
The Sample Project extensively uses GameplayTags
.
The ASC
provides a delegate for when GameplayTags
are added or removed. It takes in a EGameplayTagEventType
that can specify only to fire when the GameplayTag
is added/removed or for any change in the GameplayTag's
TagMapCount
.
AbilitySystemComponent->RegisterGameplayTagEvent(FGameplayTag::RequestGameplayTag(FName("State.Debuff.Stun")), EGameplayTagEventType::NewOrRemoved).AddUObject(this, &AGDPlayerState::StunTagChanged);
The callback function has a parameter for the GameplayTag
and the new TagCount
.
virtual void StunTagChanged(const FGameplayTag CallbackTag, int32 NewCount);
Attributes
are float values defined by the struct FGameplayAttributeData
. These can represent anything from the amount of health a character has to the character's level to the number of charges that a potion has. If it is a gameplay-related numerical value belonging to an Actor
, you should consider using an Attribute
for it. Attributes
should generally only be modified by GameplayEffects
so that the ASC can predict the changes.
Attributes
are defined by and live in an AttributeSet
. The AttributeSet
is responsible for replicating Attributes
that are marked for replication. See the section on AttributeSets
for how to define Attributes
.
Tip: If you don't want an Attribute
to show up in the Editor's list of Attributes
, you can use the Meta = (HideInDetailsView)
property specifier
.
An Attribute
is composed of two values - a BaseValue
and a CurrentValue
. The BaseValue
is the permanent value of the Attribute
whereas the CurrentValue
is the BaseValue
plus temporary modifications from GameplayEffects
. For example, your Character
may have a movespeed Attribute
with a BaseValue
of 600 units/second. Since there are no GameplayEffects
modifying the movespeed yet, the CurrentValue
is also 600 u/s. If she gets a temporary 50 u/s movespeed buff, the BaseValue
stays the same at 600 u/s while the CurrentValue
is now 600 + 50 for a total of 650 u/s. When the movespeed buff expires, the CurrentValue
reverts back to the BaseValue
of 600 u/s.
Often beginners to GAS will confuse BaseValue
with a maximum value for an Attribute
and try to treat it as such. This is an incorrect approach. Maximum values for Attributes
that can change or are referenced in abilities or UI should be treated as separate Attributes
. For hardcoded maximum and minimum values, there is a way to define a DataTable
with FAttributeMetaData
that can set maximum and minimum values, but Epic's comment above the struct calls it a "work in progress". See AttributeSet.h
for more information. To prevent confusion, I recommend that maximum values that can be referenced in abilities or UI be made as separate Attributes
and hardcoded maximum and minimum values that are only used for clamping Attributes
be defined as hardcoded floats in the AttributeSet
. Clamping of Attributes
is discussed in PreAttributeChange() for changes to the CurrentValue
and PostGameplayEffectExecute() for changes to the BaseValue
from GameplayEffects
.
Permanent changes to the BaseValue
come from Instant
GameplayEffects
whereas Duration
and Infinite
GameplayEffects
change the CurrentValue
. Periodic GameplayEffects
are treated like instant GameplayEffects
and change the BaseValue
.
Some Attributes
are treated as placeholders for temporary values that are intended to interact with Attributes
. These are called Meta Attributes
. For example, we commonly define damage as a Meta Attribute
. Instead of a GameplayEffect
directly changing our health Attribute
, we use a Meta Attribute
called damage as a placeholder. This way the damage value can be modified with buffs and debuffs in an GameplayEffectExecutionCalculation
and can be further manipulated in the AttributeSet
, for example subtracting the damage from a current shield Attribute
, before finally subtracting the remainder from the health Attribute
. The damage Meta Attribute
has no persistence between GameplayEffects
and is overriden by every one. Meta Attributes
are not typically replicated.
Meta Attributes
provide a good logical separation for things like damage and healing between "How much damage did we do?" and "What do we do with this damage?". This logical separation means our Gameplay Effects
and Execution Calculations
don't need to know how the Target handles the damage. Continuing our damage example, the Gameplay Effect
determines how much damage and then the AttributeSet
decides what to do with that damage. Not all characters may have the same Attributes
, especially if you use subclassed AttributeSets
. The base AttributeSet
class may only have a health Attribute
, but a subclassed AttributeSet
may add a shield Attribute
. The subclassed AttributeSet
with the shield Attribute
would distribute the damage received differently than the base AttributeSet
class.
While Meta Attributes
are a good design pattern, they are not mandatory. If you only ever have one Execution Calculation
used for all instances of damage and one Attribute Set
class shared by all characters, then you may be fine doing the damage distribution to health, shields, etc. inside of the Execution Calculation
and directly modifying those Attributes
. You'll only be sacrificing flexibility, but that may be okay for you.
To listen for when an Attribute
changes to update the UI or other gameplay, use UAbilitySystemComponent::GetGameplayAttributeValueChangeDelegate(FGameplayAttribute Attribute)
. This function returns a delegate that you can bind to that will be automatically called whenever an Attribute
changes. The delegate provides a FOnAttributeChangeData
parameter with the NewValue
, OldValue
, and FGameplayEffectModCallbackData
. Note: The FGameplayEffectModCallbackData
will only be set on the server.
AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetHealthAttribute()).AddUObject(this, &AGDPlayerState::HealthChanged);
virtual void HealthChanged(const FOnAttributeChangeData& Data);
The Sample Project binds to the Attribute
value changed delegates on the GDPlayerState
to update the HUD and to respond to player death when health reaches zero.
A custom Blueprint node that wraps this into an ASyncTask
is included in the Sample Project. It is used in the UI_HUD
UMG Widget to update the health, mana, and stamina values. This AsyncTask
will live forever until manually called EndTask()
, which we do in the UMG Widget's Destruct
event. See AsyncTaskAttributeChanged.h/cpp
.
To make an Attribute
that has some or all of its value derived from one or more other Attributes
, use an Infinite
GameplayEffect
with one or more Attribute Based
or MMC
Modifiers
. The Derived Attribute
will update automatically when an Attribute
that it depends on is updated.
The final formula for all the Modifiers
on a Derived Attribute
is the same formula for Modifier Aggregators
. If you need calculations to happen in a certain order, do it all inside of an MMC
.
((CurrentValue + Additive) * Multiplicitive) / Division
Note: If playing with multiple clients in PIE, you need to disable Run Under One Process
in the Editor Preferences otherwise the Derived Attributes
will not update when their independent Attributes
update on clients other than the first.
In this example, we have an Infinite
GameplayEffect
that derives the value of TestAttrA
from the Attributes
, TestAttrB
and TestAttrC
, in the formula TestAttrA = (TestAttrA + TestAttrB) * ( 2 * TestAttrC)
. TestAttrA
recalculates its value automatically whenever any of the Attributes
update their values.
The AttributeSet
defines, holds, and manages changes to Attributes
. Developers should subclass from UAttributeSet
. Creating an AttributeSet
in an OwnerActor's
constructor automatically registers it with its ASC
. This must be done in C++.
An ASC
may have one or many AttributeSets
. AttributeSets have negligible memory overhead so how many AttributeSets
to use is an organizational decision left up to the developer.
It is acceptable to have one large monolithic AttributeSet
shared by every Actor
in your game and only use attributes if needed while ignoring unused attributes.
Alternatively, you may choose to have more than one AttributeSet
representing groupings of Attributes
that you selectively add to your Actors
as needed. For example, you could have an AttributeSet
for health related Attributes
, an AttributeSet
for mana related Attributes
, and so on. In a MOBA game, heroes might need mana but minions might not. Therefore the heroes would get the mana AttributeSet
and minions would not.
Additionally, AttributeSets
can be subclassed as another means of selectively choosing which Attributes
an Actor
has. Attributes
are internally referred to as AttributeSetClassName.AttributeName
. When you subclass an AttributeSet
, all of the Attributes
from the parent class will still have the parent class's name as the prefix.
While you can have more than one AttributeSet
, you should not have more than one AttributeSet
of the same class on an ASC
. If you have more than one AttributeSet
from the same class, it won't know which AttributeSet
to use and will just pick one.
In the scenario where you have multiple damageable components on a Pawn
like individually damageable armor pieces, I recommend that if you know the maximum number of damageable components that a Pawn
could have to make that many health Attributes
on one AttributeSet
- DamageableCompHealth0, DamageableCompHealth1, etc. to represent logical 'slots' for those damageable components. In your damageable component class instance, assign the slot number Attribute
that can be read by GameplayAbilities
or Executions
to know which Attribute
to apply damage to. Pawns
that have less than the maximum number or zero of damageable components are fine. Just because a AttributeSet
has an Attribute
, doesn't mean that you have to use it. Unused Attributes
take up trivial amount of memory.
If your subcomponents need many Attributes
each, there's potentially an unbounded number of subcomponents, the subcomponents can detach and be used by other players (e.g. weapons), or for any other reason this approach doesn't work for you, I'd recommend switching away from Attributes
and instead store plain old floats on the components. See Item Attributes.
AttributeSets
can be added and removed from an ASC
at runtime; however, removing AttributeSets
can be dangerous. For example, if an AttributeSet
is removed on a client before the server and an Attribute
value change is replicated to client, the Attribute
won't find its AttributeSet
and crash the game.
On weapon add to inventory:
AbilitySystemComponent->GetSpawnedAttributes_Mutable().AddUnique(WeaponAttributeSetPointer);
AbilitySystemComponent->ForceReplication();
On weapon remove from inventory:
AbilitySystemComponent->GetSpawnedAttributes_Mutable().Remove(WeaponAttributeSetPointer);
AbilitySystemComponent->ForceReplication();
There's a few ways to implement equippable items with Attributes
(weapon ammo, armor durability, etc). All of these approaches store values directly on the item. This is necessary for items that can be equipped by more than one player over its lifetime.
- Use plain floats on the item (Recommended)
- Separate
AttributeSet
on the item- Separate
ASC
on the item
Instead of Attributes
, store plain float values on the item class instance. Fortnite and GASShooter handle gun ammo this way. For a gun, store the max clip size, current ammo in clip, reserve ammo, etc directly as replicated floats (COND_OwnerOnly
) on the gun instance. If weapons share reserve ammo, you would move the reserve ammo onto the character as an Attribute
in a shared ammo AttributeSet
(reload abilities can use a Cost GE
to pull from reserve ammo into the gun's float clip ammo). Since you're not using Attributes
for current clip ammo, you will need to override some functions in UGameplayAbility
to check and apply cost against the floats on the gun. Making the gun the SourceObject
in the GameplayAbilitySpec
when granting the ability means you'll have access to the gun that granted the ability inside the ability.
To prevent the gun from replicating back the ammo amount and clobbering the local ammo amount during automatic fire, disable replication while the player has a IsFiring
GameplayTag
in PreReplication()
. You're essentially doing your own local prediction here.
void AGSWeapon::PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker)
{
Super::PreReplication(ChangedPropertyTracker);
DOREPLIFETIME_ACTIVE_OVERRIDE(AGSWeapon, PrimaryClipAmmo, (IsValid(AbilitySystemComponent) && !AbilitySystemComponent->HasMatchingGameplayTag(WeaponIsFiringTag)));
DOREPLIFETIME_ACTIVE_OVERRIDE(AGSWeapon, SecondaryClipAmmo, (IsValid(AbilitySystemComponent) && !AbilitySystemComponent->HasMatchingGameplayTag(WeaponIsFiringTag)));
}
Benefits:
- Avoids limitations of using
AttributeSets
(see below)
Limitations:
- Can not use existing
GameplayEffect
workflow (Cost GEs
for ammo use, etc) - Requires work to override key functions on
UGameplayAbility
to check and apply ammo costs against the gun's floats
Using a separate AttributeSet
on the item that gets added to the player's ASC
on adding it to the player's inventory can work, but it has some major limitations. I had this working in early versions of GASShooter for the weapon ammo. The weapon stores its Attributes
such as max clip size, current ammo in clip, reserve ammo, etc in an AttributeSet
that lives on the weapon class. If weapons share reserve ammo, you would move the reserve ammo onto the character in a shared ammo AttributeSet
. When a weapon is added to the player's inventory on the server, the weapon would add its AttributeSet
to the player's ASC::SpawnedAttributes
. The server would then replicate this down to the client. If the weapon is removed from the inventory, it would remove its AttributeSet
from the ASC::SpawnedAttributes
.
When the AttributeSet
lives on something other than the OwnerActor
(say a weapon), you'll initially get some compilation errors in the AttributeSet
. The fix is to construct the AttributeSet
in BeginPlay()
instead of in the constructor and to implement IAbilitySystemInterface
(set the pointer to the ASC
when you add the weapon to the player inventory) on the weapon.
void AGSWeapon::BeginPlay()
{
if (!AttributeSet)
{
AttributeSet = NewObject<UGSWeaponAttributeSet>(this);
}
//...
}
You can see it in practice by checking out this older version of GASShooter.
Benefits:
- Can use existing
GameplayAbility
andGameplayEffect
workflow (Cost GEs
for ammo use, etc) - Simple to setup for a very small set of items
Limitations:
- You have to make a new
AttributeSet
class for every weapon type.ASCs
can only functionally have oneAttributeSet
instance of a class since changes to anAttribute
look for the first instance of theirAttributeSet
class in theASCs
SpawnedAttributes
array. Additional instances of the sameAttributeSet
class are ignored. - You can only have one of each type of weapon in the player's inventory due to previous reason of one
AttributeSet
instance perAttributeSet
class. - Removing an
AttributeSet
is dangerous. In GASShooter if the player killed himself from a rocket, the player would immediately remove the rocket launcher from his inventory (including itsAttributeSet
from theASC
). When the server replicated that the rocket launcher's ammoAttribute
changed, theAttributeSet
no longer existed on the client'sASC
and the game crashed.
Putting a whole AbilitySystemComponent
on each item is an extreme approach. I have not personally done this nor have I seen it in the wild. It would take a lot of engineering to make it work.
Is it viable to have several AbilitySystemComponents which have the same owner but different avatars (e.g. on pawn and weapon/items/projectiles with Owner set to PlayerState)?
The first problem I see there would be implementing the IGameplayTagAssetInterface and IAbilitySystemInterface on the owning actor. The former may be possible: just aggregate the tags from all all ASCs (but watch out -HasAllMatchingGameplayTags may be met only via cross ASC aggregation. It wouldn't be enough to just forward that calls to each ASC and OR the results together). But the later is even trickier: which ASC is the authoritative one? If someone wants to apply a GE -which one should receive it? Maybe you can work these out but this side of the problem will be the hardest: owners will multiple ASCs beneath them.
Separate ASCs on the pawn and the weapon can make sense on its own though. E.g, distinguishing between tags the describe the weapon vs those that describe the owning pawn. Maybe it does make sense that tags granted to the weapon also “apply” to the owner and nothing else (E.g, attributes and GEs are independent but the owner will aggregate the owned tags like I describe above). This could work out, I am sure. But having multiple ASCs with the same owner may get dicey.
Dave Ratti from Epic's answer to community questions #6
Benefits:
- Can use existing
GameplayAbility
andGameplayEffect
workflow (Cost GEs
for ammo use, etc) - Can reuse
AttributeSet
classes (one on each weapon's ASC)
Limitations:
- Unknown engineering cost
- Is it even possible?
Attributes
can only be defined in C++ in the AttributeSet's
header file. It is recommended to add this block of macros to the top of every AttributeSet
header file. It will automatically generate getter and setter functions for your Attributes
.
// Uses macros from AttributeSet.h
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
A replicated health attribute would be defined like this:
UPROPERTY(BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_Health)
FGameplayAttributeData Health;
ATTRIBUTE_ACCESSORS(UGDAttributeSetBase, Health)
Also define the OnRep
function in the header:
UFUNCTION()
virtual void OnRep_Health(const FGameplayAttributeData& OldHealth);
The .cpp file for the AttributeSet
should fill in the OnRep
function with the GAMEPLAYATTRIBUTE_REPNOTIFY
macro used by the prediction system:
void UGDAttributeSetBase::OnRep_Health(const FGameplayAttributeData& OldHealth)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UGDAttributeSetBase, Health, OldHealth);
}
Finally, the Attribute
needs to be added to GetLifetimeReplicatedProps
:
void UGDAttributeSetBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION_NOTIFY(UGDAttributeSetBase, Health, COND_None, REPNOTIFY_Always);
}
REPNOTIFY_Always
tells the OnRep
function to trigger if the local value is already equal to the value being repped down from the Server (due to prediction). By default it won't trigger the OnRep
function if the local value is the same as the value being repped down from the Server.
If the Attribute
is not replicated like a Meta Attribute
, then the OnRep
and GetLifetimeReplicatedProps
steps can be skipped.
There are multiple ways to initialize Attributes
(set their BaseValue
and consequently their CurrentValue
to some initial value). Epic recommends using an instant GameplayEffect
. This is the method used in the Sample Project too.
See GE_HeroAttributes
Blueprint in the Sample Project for how to make an instant GameplayEffect
to initialize Attributes
. Application of this GameplayEffect
happens in C++.
If you used the ATTRIBUTE_ACCESSORS
macro when you defined your Attributes
, an initialization function will automatically be generated on the AttributeSet
for each Attribute
that you can call at your leisure in C++.
// InitHealth(float InitialValue) is an automatically generated function for an Attribute 'Health' defined with the `ATTRIBUTE_ACCESSORS` macro
AttributeSet->InitHealth(100.0f);
See AttributeSet.h
for more ways to initialize Attributes
.
Note: Prior to 4.24, FAttributeSetInitterDiscreteLevels
did not work with FGameplayAttributeData
. It was created when Attributes
were raw floats and will complain about FGameplayAttributeData
not being Plain Old Data
(POD
). This is fixed in 4.24 https://issues.unrealengine.com/issue/UE-76557.
PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
is one of the main functions in the AttributeSet
to respond to changes to an Attribute's
CurrentValue
before the change happens. It is the ideal place to clamp incoming changes to CurrentValue
via the reference parameter NewValue
.
For example to clamp movespeed modifiers the Sample Project does it like so:
if (Attribute == GetMoveSpeedAttribute())
{
// Cannot slow less than 150 units/s and cannot boost more than 1000 units/s
NewValue = FMath::Clamp<float>(NewValue, 150, 1000);
}
The GetMoveSpeedAttribute()
function is created by the macro block that we added to the AttributeSet.h
(Defining Attributes).
This is triggered from any changes to Attributes
, whether using Attribute
setters (defined by the macro block in AttributeSet.h
(Defining Attributes)) or using GameplayEffects
.
Note: Any clamping that happens here does not permanently change the modifier on the ASC
. It only changes the value returned from querying the modifier. This means anything that recalculates the CurrentValue
from all of the modifiers like GameplayEffectExecutionCalculations
and ModifierMagnitudeCalculations
need to implement clamping again.
Note: Epic's comments for PreAttributeChange()
say not to use it for gameplay events and instead use it mainly for clamping. The recommended place for gameplay events on Attribute
change is UAbilitySystemComponent::GetGameplayAttributeValueChangeDelegate(FGameplayAttribute Attribute)
(Responding to Attribute Changes).
PostGameplayEffectExecute(const FGameplayEffectModCallbackData & Data)
only triggers after changes to the BaseValue
of an Attribute
from an instant GameplayEffect
. This is a valid place to do more Attribute
manipulation when they change from a GameplayEffect
.
For example, in the Sample Project we subtract the final damage Meta Attribute
from the health Attribute
here. If there was a shield Attribute
, we would subtract the damage from it first before subtracting the remainder from health. The Sample Project also uses this location to apply hit react animations, show floating Damage Numbers, and assign experience and gold bounties to the killer. By design, the damage Meta Attribute
will always come through an instant GameplayEffect
and never the Attribute
setter.
Other Attributes
that will only have their BaseValue
changed from instant GameplayEffects
like mana and stamina can also be clamped to their maximum value counterpart Attributes
here.
Note: When PostGameplayEffectExecute()
is called, changes to the Attribute
have already happened, but they have not replicated back to clients yet so clamping values here will not cause two network updates to clients. Clients will only receive the update after clamping.
OnAttributeAggregatorCreated(const FGameplayAttribute& Attribute, FAggregator* NewAggregator)
triggers when an Aggregator
is created for an Attribute
in this set. It allows custom setup of FAggregatorEvaluateMetaData
. AggregatorEvaluateMetaData
is used by the Aggregator
in evaluating the CurrentValue
of an Attribute
based on all the Modifiers
applied to it. By default, AggregatorEvaluateMetaData
is only used by the Aggregator
to determine which Modifiers
qualify with the example of MostNegativeMod_AllPositiveMods
which allows all positive Modifiers
but restricts negative Modifiers
to only the most negative one. This was used by Paragon to only allow the most negative move speed slow effect to apply to a player regardless of how many slow effects where on them at any one time while applying all positive move speed buffs. Modifiers
that don't qualify still exist on the ASC
, they just aren't aggregated into the final CurrentValue
. They can potentially qualify later once conditions change, like in the case if the most negative Modifier
expires, the next most negative Modifier
(if one exists) then qualifies.
To use AggregatorEvaluateMetaData in the example of only allowing the most negative Modifier
and all positive Modifiers
:
virtual void OnAttributeAggregatorCreated(const FGameplayAttribute& Attribute, FAggregator* NewAggregator) const override;
void UGSAttributeSetBase::OnAttributeAggregatorCreated(const FGameplayAttribute& Attribute, FAggregator* NewAggregator) const
{
Super::OnAttributeAggregatorCreated(Attribute, NewAggregator);
if (!NewAggregator)
{
return;
}
if (Attribute == GetMoveSpeedAttribute())
{
NewAggregator->EvaluationMetaData = &FAggregatorEvaluateMetaDataLibrary::MostNegativeMod_AllPositiveMods;
}
}
Your custom AggregatorEvaluateMetaData
for qualifiers should be added to FAggregatorEvaluateMetaDataLibrary
as static variables.
GameplayEffects
(GE
) are the vessels through which abilities change Attributes
and GameplayTags
on themselves and others. They can cause immediate Attribute
changes like damage or healing or apply long term status buff/debuffs like a movespeed boost or stunning. The UGameplayEffect
class is a meant to be a data-only class that defines a single gameplay effect. No additional logic should be added to GameplayEffects
. Typically designers will create many Blueprint child classes of UGameplayEffect
.
GameplayEffects
change Attributes
through Modifiers
and Executions
(GameplayEffectExecutionCalculation
).
GameplayEffects
have three types of duration: Instant
, Duration
, and Infinite
.
Additionally, GameplayEffects
can add/execute GameplayCues
. An Instant
GameplayEffect
will call Execute
on the GameplayCue
GameplayTags
whereas a Duration
or Infinite
GameplayEffect
will call Add
and Remove
on the GameplayCue
GameplayTags
.
Duration Type | GameplayCue Event | When to use |
---|---|---|
Instant |
Execute | For immediate permanent changes to Attribute's BaseValue . GameplayTags will not be applied, not even for a frame. |
Duration |
Add & Remove | For temporary changes to Attribute's CurrentValue and to apply GameplayTags that will be removed when the GameplayEffect expires or is manually removed. The duration is specified in the UGameplayEffect class/Blueprint. |
Infinite |
Add & Remove | For temporary changes to Attribute's CurrentValue and to apply GameplayTags that will be removed when the GameplayEffect is removed. These will never expire on their own and must be manually removed by an ability or the ASC . |
Duration
and Infinite
GameplayEffects
have the option of applying Periodic Effects
that apply its Modifiers
and Executions
every X
seconds as defined by its Period
. Periodic Effects
are treated as Instant
GameplayEffects
when it comes to changing the Attribute's
BaseValue
and Executing
GameplayCues
. These are useful for damage over time (DOT) type effects. Note: Periodic Effects
cannot be predicted.
Duration
and Infinite
GameplayEffects
can be temporarily turned off and on after application if their Ongoing Tag Requirements
are not met/met (Gameplay Effect Tags). Turning off a GameplayEffect
removes the effects of its Modifiers
and applied GameplayTags
but does not remove the GameplayEffect
. Turning the GameplayEffect
back on reapplies its Modifiers
and GameplayTags
.
If you need to manually recalculate the Modifiers
of a Duration
or Infinite
GameplayEffect
(say you have an MMC
that uses data that doesn't come from Attributes
), you can call UAbilitySystemComponent::ActiveGameplayEffects.SetActiveGameplayEffectLevel(FActiveGameplayEffectHandle ActiveHandle, int32 NewLevel)
with the same level that it already has using UAbilitySystemComponent::ActiveGameplayEffects.GetActiveGameplayEffect(ActiveHandle).Spec.GetLevel()
. Modifiers
that are based on backing Attributes
automatically update when those backing Attributes
update. The key functions of SetActiveGameplayEffectLevel()
to update the Modifiers
are:
MarkItemDirty(Effect);
Effect.Spec.CalculateModifierMagnitudes();
// Private function otherwise we'd call these three functions without needing to set the level to what it already is
UpdateAllAggregatorModMagnitudes(Effect);
GameplayEffects
are not typically instantiated. When an ability or ASC
wants to apply a GameplayEffect
, it creates a GameplayEffectSpec
from the GameplayEffect's
ClassDefaultObject
. Successfully applied GameplayEffectSpecs
are then added to a new struct called FActiveGameplayEffect
which is what the ASC
keeps track of in a special container struct called ActiveGameplayEffects
.
GameplayEffects
can be applied in many ways from functions on GameplayAbilities
and functions on the ASC
and usually take the form of ApplyGameplayEffectTo
. The different functions are essentially convenience functions that will eventually call UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf()
on the Target
.
To apply GameplayEffects
outside of a GameplayAbility
for example from a projectile, you need to get the Target's
ASC
and use one of its functions to ApplyGameplayEffectToSelf
.
You can listen for when any Duration
or Infinite
GameplayEffects
are applied to an ASC
by binding to its delegate:
AbilitySystemComponent->OnActiveGameplayEffectAddedDelegateToSelf.AddUObject(this, &APACharacterBase::OnActiveGameplayEffectAddedCallback);
The callback function:
virtual void OnActiveGameplayEffectAddedCallback(UAbilitySystemComponent* Target, const FGameplayEffectSpec& SpecApplied, FActiveGameplayEffectHandle ActiveHandle);
The server will always call this function regardless of replication mode. The autonomous proxy will only call this for replicated GameplayEffects
in Full
and Mixed
replication modes. Simulated proxies will only call this in Full
replication mode.
GameplayEffects
can be removed in many ways from functions on GameplayAbilities
and functions on the ASC
and usually take the form of RemoveActiveGameplayEffect
. The different functions are essentially convenience functions that will eventually call FActiveGameplayEffectsContainer::RemoveActiveEffects()
on the Target
.
To remove GameplayEffects
outside of a GameplayAbility
, you need to get the Target's
ASC
and use one of its functions to RemoveActiveGameplayEffect
.
You can listen for when any Duration
or Infinite
GameplayEffects
are removed from an ASC
by binding to its delegate:
AbilitySystemComponent->OnAnyGameplayEffectRemovedDelegate().AddUObject(this, &APACharacterBase::OnRemoveGameplayEffectCallback);
The callback function:
virtual void OnRemoveGameplayEffectCallback(const FActiveGameplayEffect& EffectRemoved);
The server will always call this function regardless of replication mode. The autonomous proxy will only call this for replicated GameplayEffects
in Full
and Mixed
replication modes. Simulated proxies will only call this in Full
replication mode.
Modifiers
change an Attribute
and are the only way to predictively change an Attribute
. A GameplayEffect
can have zero or many Modifiers
. Each Modifier
is responsible for changing only one Attribute
via a specified operation.
Operation | Description |
---|---|
Add |
Adds the result to the Modifier's specified Attribute . Use a negative value for subtraction. |
Multiply |
Multiplies the result to the Modifier's specified Attribute . |
Divide |
Divides the result against the Modifier's specified Attribute . |
Override |
Overrides the Modifier's specified Attribute with the result. |
The CurrentValue
of an Attribute
is the aggregate result of all of its Modifiers
added to its BaseValue
. The formula for how Modifiers
are aggregated is defined as follows in FAggregatorModChannel::EvaluateWithBase
in GameplayEffectAggregator.cpp
:
((InlineBaseValue + Additive) * Multiplicitive) / Division
Any Override
Modifiers
will override the final value with the last applied Modifier
taking precedence.
Note: For percentage based changes, make sure to use the Multiply
operation so that it happens after addition.
Note: Prediction has trouble with percentage changes.
There are four types of Modifiers
: Scalable Float, Attribute Based, Custom Calculation Class, and Set By Caller. They all generate some float value that is then used to change the specified Attribute
of the Modifier
based on its operation.
Modifier Type |
Description |
---|---|
Scalable Float |
FScalableFloats are a structure that can point to a Data Table that has the variables as rows and levels as columns. The Scalable Floats will automatically read the value of the specified table row at the ability's current level (or different level if overriden on the GameplayEffectSpec ). This value can further be manipulated by a coefficient. If no Data Table/Row is specified, it treats the value as a 1 so the coefficient can be used to hard code in a single value at all levels. |
Attribute Based |
Attribute Based Modifiers take the CurrentValue or BaseValue of a backing Attribute on the Source (who created the GameplayEffectSpec ) or Target (who received the GameplayEffectSpec ) and further modifies it with a coefficient and pre and post coefficient additions. Snapshotting means the backing Attribute is captured when the GameplayEffectSpec is created whereas no snapshotting means the Attribute is captured when the GameplayEffectSpec is applied. |
Custom Calculation Class |
Custom Calculation Class provides the most flexibility for complex Modifiers . This Modifier takes a ModifierMagnitudeCalculation class and can further manipulate the resulting float value with a coefficient and pre and post coefficient additions. |
Set By Caller |
SetByCaller Modifiers are values that are set outside of the GameplayEffect at runtime by the ability or whoever made the GameplayEffectSpec on the GameplayEffectSpec . For example, you would use a SetByCaller if you want to set the damage to be based on how long the player held down a button to charge the ability. SetByCallers are essentially TMap<FGameplayTag, float> that live on the GameplayEffectSpec . The Modifier is just telling the Aggregator to look for a SetByCaller value associated with the supplied GameplayTag . The SetByCallers used by Modifiers can only use the GameplayTag version of the concept. The FName version is disabled here. If the Modifier is set to SetByCaller but a SetByCaller with the correct GameplayTag does not exist on the GameplayEffectSpec , the game will throw a runtime error and return a value of 0. This might cause issues in the case of a Divide operation. See SetByCallers for more information on how to use SetByCallers . |
By default, all Multiply
and Divide
Modifiers
are added together before multiplying or dividing them into the Attribute
's BaseValue
.
float FAggregatorModChannel::EvaluateWithBase(float InlineBaseValue, const FAggregatorEvaluateParameters& Parameters) const
{
...
float Additive = SumMods(Mods[EGameplayModOp::Additive], GameplayEffectUtilities::GetModifierBiasByModifierOp(EGameplayModOp::Additive), Parameters);
float Multiplicitive = SumMods(Mods[EGameplayModOp::Multiplicitive], GameplayEffectUtilities::GetModifierBiasByModifierOp(EGameplayModOp::Multiplicitive), Parameters);
float Division = SumMods(Mods[EGameplayModOp::Division], GameplayEffectUtilities::GetModifierBiasByModifierOp(EGameplayModOp::Division), Parameters);
...
return ((InlineBaseValue + Additive) * Multiplicitive) / Division;
...
}
float FAggregatorModChannel::SumMods(const TArray<FAggregatorMod>& InMods, float Bias, const FAggregatorEvaluateParameters& Parameters)
{
float Sum = Bias;
for (const FAggregatorMod& Mod : InMods)
{
if (Mod.Qualifies())
{
Sum += (Mod.EvaluatedMagnitude - Bias);
}
}
return Sum;
}
from GameplayEffectAggregator.cpp
Both Multiply
and Divide
Modifiers
have a Bias
value of 1
in this formula (Addition
has a Bias
of 0
). So it would look something like:
1 + (Mod1.Magnitude - 1) + (Mod2.Magnitude - 1) + ...
This formula leads to some unexpected results. Firstly, this formula adds all the modifiers together before multiplying or dividing them into the BaseValue
. Most people would expect it to multiply or divide them together. For example, if you have two Multiply
modifiers of 1.5
, most people would expect the BaseValue
to be multiplied by 1.5 x 1.5 = 2.25
. Instead, this adds the 1.5
s together to multiply the BaseValue
by 2
(50% increase + another 50% increase = 100% increase
). This was for the example from GameplayPrediction.h
of a 10%
speed buff on 500
base speed would be 550
. Add another 10%
speed buff and it will be 600
.
Secondly, this formula has some undocumented rules about what values can be used as it was designed with Paragon in mind.
Rules for Multiply
and Divide
multiplication addition formula:
(No more than one value < 1) AND (Any number of values [1, 2))
OR (One value >= 2)
The Bias
in the formula basically subtracts out the integer digit of numbers in the range [1, 2)
. The first Modifier
's Bias
subtracts out from the starting Sum
value (set to the Bias
before the loop) which is why any value by itself works and why one value < 1
will work with the numbers in the range [1, 2)
.
Some examples with Multiply
:
Multipliers: 0.5
1 + (0.5 - 1) = 0.5
, correct
Multipliers: 0.5, 0.5
1 + (0.5 - 1) + (0.5 - 1) = 0
, incorrect expected 1
? Multiple values less than 1
don't make sense for adding multipliers. Paragon was designed to only use the greatest negative value for Multiply
Modifiers
so there would only ever be at most one value less than 1
multiplying into the BaseValue
.
Multipliers: 1.1, 0.5
1 + (0.5 - 1) + (1.1 - 1) = 0.6
, correct
Multipliers: 5, 5
1 + (5 - 1) + (5 - 1) = 9
, incorrect expected 10
. Will always be the sum of the Modifiers - number of Modifiers + 1
.
Many games will want their Modify
and Divide
Modifiers
to multiply and divide together before applying to the BaseValue
. To achieve this, you will need to change the engine code for FAggregatorModChannel::EvaluateWithBase()
.
float FAggregatorModChannel::EvaluateWithBase(float InlineBaseValue, const FAggregatorEvaluateParameters& Parameters) const
{
...
float Multiplicitive = MultiplyMods(Mods[EGameplayModOp::Multiplicitive], Parameters);
...
return ((InlineBaseValue + Additive) * Multiplicitive) / Division;
}
float FAggregatorModChannel::MultiplyMods(const TArray<FAggregatorMod>& InMods, const FAggregatorEvaluateParameters& Parameters)
{
float Multiplier = 1.0f;
for (const FAggregatorMod& Mod : InMods)
{
if (Mod.Qualifies())
{
Multiplier *= Mod.EvaluatedMagnitude;
}
}
return Multiplier;
}
SourceTags
and TargetTags
can be set for each Modifier. They work the same like the Application Tag requirements
of a GameplayEffect
. So the tags are considered only when the effect is applied. I.e. when having a periodic, infinite effect, they are only taken into consideration on the first application of the effect but not on each periodic execution.
Attribute Based
Modifiers can also set SourceTagFilter
and TargetTagFilter
. When determining the magnitude of the attribute which is the source of the Attribute Based
Modifier, these filters are used to exclude certain Modifiers to that attribute. Modifiers which source or target didn't have all of the tags of the filter are excluded.
This means in detail: The tags of the source ASC and the target ASC are captured by GameplayEffects
. The source ASC tags are captured, when the GameplayEffectSpec
is created, the target ASC tags are captured on execution of the effect. When determining, if a Modifier of an infinite or duration effect "qualifies" to be applied (i.e. its Aggregator qualifies) and those filters are set, the captured tags are compared against the filters.
GameplayEffects
by default will apply new instances of the GameplayEffectSpec
that don't know or care about previously existing instances of the GameplayEffectSpec
on application. GameplayEffects
can be set to stack where instead of a new instance of the GameplayEffectSpec
is added, the currently existing GameplayEffectSpec's
stack count is changed. Stacking only works for Duration
and Infinite
GameplayEffects
.
There are two types of stacking: Aggregate by Source and Aggregate by Target.
Stacking Type | Description |
---|---|
Aggregate by Source | There is a separate instance of stacks per Source ASC on the Target. Each Source can apply X amount of stacks. |
Aggregate by Target | There is only one instance of stacks on the Target regardless of Source. Each Source can apply a stack up to the shared stack limit. |
Stacks also have policies for expiration, duration refresh, and period reset. They have helpful hover tooltips in the GameplayEffect
Blueprint.
The Sample Project includes a custom Blueprint node that listens for GameplayEffect
stack changes. The HUD UMG Widget uses it to update the amount of passive armor stacks that the player has. This AsyncTask
will live forever until manually called EndTask()
, which we do in the UMG Widget's Destruct
event. See AsyncTaskEffectStackChanged.h/cpp
.
GameplayEffects
can grant new GameplayAbilities
to ASCs
. Only Duration
and Infinite
GameplayEffects
can grant abilities.
A common usecase for this is when you want to force another player to do something like moving them from a knockback or pull. You would apply a GameplayEffect
to them that grants them an automatically activating ability (see Passive Abilities for how to automatically activate an ability when it is granted) that does the desired action to them.
Designers can choose which abilities a GameplayEffect
grants, what level to grant them at, what input to bind them at and the removal policy for the granted ability.
Removal Policy | Description |
---|---|
Cancel Ability Immediately | The granted ability is canceled and removed immediately when the GameplayEffect that granted it is removed from the Target. |
Remove Ability on End | The granted ability is allowed to finish and then is removed from the Target. |
Do Nothing | The granted ability is not affected by the removal of the granting GameplayEffect from the Target. The Target has the ability permanently until it is manually removed later. |
GameplayEffects
carry multiple GameplayTagContainers
. Designers will edit the Added
and Removed
GameplayTagContainers
for each category and the result will show up in the Combined
GameplayTagContainer
on compilation. Added
tags are new tags that this GameplayEffect
adds that its parents did not previously have. Removed
tags are tags that parent classes have but this subclass does not have.
Category | Description |
---|---|
Gameplay Effect Asset Tags | Tags that the GameplayEffect has. They do not do any function on their own and serve only the purpose of describing the GameplayEffect . |
Granted Tags | Tags that live on the GameplayEffect but are also given to the ASC that the GameplayEffect is applied to. They are removed from the ASC when the GameplayEffect is removed. This only works for Duration and Infinite GameplayEffects . |
Ongoing Tag Requirements | Once applied, these tags determine whether the GameplayEffect is on or off. A GameplayEffect can be off and still be applied. If a GameplayEffect is off due to failing the Ongoing Tag Requirements, but the requirements are then met, the GameplayEffect will turn on again and reapply its modifiers. This only works for Duration and Infinite GameplayEffects . |
Application Tag Requirements | Tags on the Target that determine if a GameplayEffect can be applied to the Target. If these requirements are not met, the GameplayEffect is not applied. |
Remove Gameplay Effects with Tags | GameplayEffects on the Target that have any of these tags in their Asset Tags or Granted Tags will be removed from the Target when this GameplayEffect is successfully applied. |
GameplayEffects
can grant immunity, effectively blocking the application of other GameplayEffects
, based on GameplayTags
. While immunity can be effectively achieved through other means like Application Tag Requirements
, using this system provides a delegate for when GameplayEffects
are blocked due to immunity UAbilitySystemComponent::OnImmunityBlockGameplayEffectDelegate
.
GrantedApplicationImmunityTags
checks if the Source ASC
(including tags from the Source ability's AbilityTags
if there was one) has any of the specified tags. This is a way to provide immunity from all GameplayEffects
from certain characters or sources based on their tags.
Granted Application Immunity Query
checks the incoming GameplayEffectSpec
if it matches any of the queries to block or allow its application.
The queries have helpful hover tooltips in the GameplayEffect
Blueprint.
The GameplayEffectSpec
(GESpec
) can be thought of as the instantiations of GameplayEffects
. They hold a reference to the GameplayEffect
class that they represent, what level it was created at, and who created it. These can be freely created and modified at runtime before application unlike GameplayEffects
which should be created by designers prior to runtime. When applying a GameplayEffect
, a GameplayEffectSpec
is created from the GameplayEffect
and that is actually what is applied to the Target.
GameplayEffectSpecs
are created from GameplayEffects
using UAbilitySystemComponent::MakeOutgoingSpec()
which is BlueprintCallable
. GameplayEffectSpecs
do not have to be immediately applied. It is common to pass a GameplayEffectSpec
to a projectile created from an ability that the projectile can apply to the target it hits later. When GameplayEffectSpecs
are successfully applied, they return a new struct called FActiveGameplayEffect
.
Notable GameplayEffectSpec
Contents:
- The
GameplayEffect
class that thisGameplayEffect
was created from. - The level of this
GameplayEffectSpec
. Usually the same as the level of the ability that created theGameplayEffectSpec
but can be different. - The duration of the
GameplayEffectSpec
. Defaults to the duration of theGameplayEffect
but can be different. - The period of the
GameplayEffectSpec
for periodic effects. Defaults to the period of theGameplayEffect
but can be different. - The current stack count of this
GameplayEffectSpec
. The stack limit is on theGameplayEffect
. - The
GameplayEffectContextHandle
tells us who created thisGameplayEffectSpec
. Attributes
that were captured at the time of theGameplayEffectSpec
's creation due to snapshotting.DynamicGrantedTags
that theGameplayEffectSpec
grants to the Target in addition to theGameplayTags
that theGameplayEffect
grants.DynamicAssetTags
that theGameplayEffectSpec
has in addition to theAssetTags
that theGameplayEffect
has.SetByCaller
TMaps
.
SetByCallers
allow the GameplayEffectSpec
to carry float values associated with a GameplayTag
or FName
around. They are stored in their respective TMaps
: TMap<FGameplayTag, float>
and TMap<FName, float>
on the GameplayEffectSpec
. These can be used to as Modifiers
on the GameplayEffect
or as generic means of ferrying floats around. It is common to pass numerical data generated inside of an ability to GameplayEffectExecutionCalculations
or ModifierMagnitudeCalculations
via SetByCallers
.
SetByCaller Use |
Notes |
---|---|
Modifiers |
Must be defined ahead of time in the GameplayEffect class. Can only use the GameplayTag version. If one is defined on the GameplayEffect class but the GameplayEffectSpec does not have the corresponding tag and float value pair, the game will have a runtime error on application of the GameplayEffectSpec and return 0. This is a potential problem for a Divide operation. See Modifiers . |
Elsewhere | Does not need to be defined ahead of time anywhere. Reading a SetByCaller that does not exist on a GameplayEffectSpec can return a developer defined default value with optional warnings. |
To assign SetByCaller
values in Blueprint, use the Blueprint node for the version that you need (GameplayTag
or FName
):
To read a SetByCaller
value in Blueprint, you will need to make custom nodes in your Blueprint Library.
To assign SetByCaller
values in C++, use the version of the function that you need (GameplayTag
or FName
):
void FGameplayEffectSpec::SetSetByCallerMagnitude(FName DataName, float Magnitude);
void FGameplayEffectSpec::SetSetByCallerMagnitude(FGameplayTag DataTag, float Magnitude);
To read a SetByCaller
value in C++, use the version of the function that you need (GameplayTag
or FName
):
float GetSetByCallerMagnitude(FName DataName, bool WarnIfNotFound = true, float DefaultIfNotFound = 0.f) const;
float GetSetByCallerMagnitude(FGameplayTag DataTag, bool WarnIfNotFound = true, float DefaultIfNotFound = 0.f) const;
I recommend using the GameplayTag
version over the FName
version. This can prevent spelling errors in Blueprint and GameplayTags
are more efficient to send over the network when the GameplayEffectSpec
replicates than FNames
since the TMaps
replicate too.
The GameplayEffectContext
structure holds information about a GameplayEffectSpec's
instigator and TargetData
. This is also a good structure to subclass to pass arbitrary data around between places like ModifierMagnitudeCalculations
/ GameplayEffectExecutionCalculations
, AttributeSets
, and GameplayCues
.
To subclass the GameplayEffectContext
:
- Subclass
FGameplayEffectContext
- Override
FGameplayEffectContext::GetScriptStruct()
- Override
FGameplayEffectContext::Duplicate()
- Override
FGameplayEffectContext::NetSerialize()
if your new data needs to be replicated - Implement
TStructOpsTypeTraits
for your subclass, like the parent structFGameplayEffectContext
has - Override
AllocGameplayEffectContext()
in yourAbilitySystemGlobals
class to return a new object of your subclass
GASShooter uses a subclassed GameplayEffectContext
to add TargetData
which can be accessed in GameplayCues
, specifically for the shotgun since it can hit more than one enemy.
ModifierMagnitudeCalculations
(ModMagCalc
or MMC
) are powerful classes used as Modifiers
in GameplayEffects
. They function similarly to GameplayEffectExecutionCalculations
but are less powerful and most importantly they can be predicted. Their sole purpose is to return a float value from CalculateBaseMagnitude_Implementation()
. You can subclass and override this function in Blueprint and C++.
MMCs
can be used in any duration of GameplayEffects
- Instant
, Duration
, Infinite
, or Periodic
.
MMCs'
strength lies in their capability to capture the value of any number of Attributes
on the Source
or the Target
of GameplayEffect
with full access to the GameplayEffectSpec
to read GameplayTags
and SetByCallers
. Attributes
can either be snapshotted or not. Snapshotted Attributes
are captured when the GameplayEffectSpec
is created whereas non snapshotted Attributes
are captured when the GameplayEffectSpec
is applied and automatically update when the Attribute
changes for Infinite
and Duration
GameplayEffects
. Capturing Attributes
recalculates their CurrentValue
from existing mods on the ASC
. This recalculation will not run PreAttributeChange()
in the AbilitySet
so any clamping must be done here again.
Snapshot | Source or Target | Captured on GameplayEffectSpec |
Automatically updates when Attribute changes for Infinite or Duration GE |
---|---|---|---|
Yes | Source | Creation | No |
Yes | Target | Application | No |
No | Source | Application | Yes |
No | Target | Application | Yes |
The resultant float from an MMC
can further be modified in the GameplayEffect's
Modifier
by a coefficient and a pre and post coefficient addition.
An example MMC
that captures the Target's
mana Attribute
reduces it from a poison effect where the amount reduced changes depending on how much mana the Target
has and a tag that the Target
might have:
UPAMMC_PoisonMana::UPAMMC_PoisonMana()
{
//ManaDef defined in header FGameplayEffectAttributeCaptureDefinition ManaDef;
ManaDef.AttributeToCapture = UPAAttributeSetBase::GetManaAttribute();
ManaDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
ManaDef.bSnapshot = false;
//MaxManaDef defined in header FGameplayEffectAttributeCaptureDefinition MaxManaDef;
MaxManaDef.AttributeToCapture = UPAAttributeSetBase::GetMaxManaAttribute();
MaxManaDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
MaxManaDef.bSnapshot = false;
RelevantAttributesToCapture.Add(ManaDef);
RelevantAttributesToCapture.Add(MaxManaDef);
}
float UPAMMC_PoisonMana::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec & Spec) const
{
// Gather the tags from the source and target as that can affect which buffs should be used
const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
FAggregatorEvaluateParameters EvaluationParameters;
EvaluationParameters.SourceTags = SourceTags;
EvaluationParameters.TargetTags = TargetTags;
float Mana = 0.f;
GetCapturedAttributeMagnitude(ManaDef, Spec, EvaluationParameters, Mana);
Mana = FMath::Max<float>(Mana, 0.0f);
float MaxMana = 0.f;
GetCapturedAttributeMagnitude(MaxManaDef, Spec, EvaluationParameters, MaxMana);
MaxMana = FMath::Max<float>(MaxMana, 1.0f); // Avoid divide by zero
float Reduction = -20.0f;
if (Mana / MaxMana > 0.5f)
{
// Double the effect if the target has more than half their mana
Reduction *= 2;
}
if (TargetTags->HasTagExact(FGameplayTag::RequestGameplayTag(FName("Status.WeakToPoisonMana"))))
{
// Double the effect if the target is weak to PoisonMana
Reduction *= 2;
}
return Reduction;
}
If you don't add the FGameplayEffectAttributeCaptureDefinition
to RelevantAttributesToCapture
in the MMC's
constructor and try to capture Attributes
, you will get an error about a missing Spec while capturing. If you don't need to capture Attributes
, then you don't have to add anything to RelevantAttributesToCapture
.
GameplayEffectExecutionCalculations
(ExecutionCalculation
, Execution
(you will often see this term in the plugin's source code), or ExecCalc
) are the most powerful way for GameplayEffects
to make changes to an ASC
. Like ModifierMagnitudeCalculations
, these can capture Attributes
and optionally snapshot them. Unlike MMCs
, these can change more than one Attribute
and essentially do anything else that the programmer wants. The downside to this power and flexibility is that they can not be predicted and they must be implemented in C++.
ExecutionCalculations
can only be used with Instant
and Periodic
GameplayEffects
. Anything with the word 'Execute' in it typically refers to these two types of GameplayEffects
.
Snapshotting captures the Attribute
when the GameplayEffectSpec
is created whereas not snapshotting captures the Attribute
when the GameplayEffectSpec
is applied. Capturing Attributes
recalculates their CurrentValue
from existing mods on the ASC
. This recalculation will not run PreAttributeChange()
in the AbilitySet
so any clamping must be done here again.
Snapshot | Source or Target | Captured on GameplayEffectSpec |
---|---|---|
Yes | Source | Creation |
Yes | Target | Application |
No | Source | Application |
No | Target | Application |
To set up Attribute
capture, we follow a pattern set by Epic's ActionRPG Sample Project by defining a struct holding and defining how we capture the Attributes
and creating one copy of it in the struct's constructor. You will have a struct like this for every ExecCalc
. Note: Each struct needs a unique name as they share the same namespace. Using the same name for the structs will cause incorrect behavior in capturing your Attributes
(mostly capturing the values of the wrong Attributes
).
For Local Predicted
, Server Only
, and Server Initiated
GameplayAbilities
, the ExecCalc
only calls on the Server.
Calculating damage received based on a complex formula reading from many attributes on the Source
and the Target
is the most common example of an ExecCalc
. The included Sample Project has a simple ExecCalc
for calculating damage that reads the value of damage from the GameplayEffectSpec's
SetByCaller
and then mitigates that value based on the armor Attribute
captured from the Target
. See GDDamageExecCalculation.cpp/.h
.
There are a few ways to send data to an ExecutionCalculation
in addition to capturing Attributes
.
Any SetByCallers
set on the GameplayEffectSpec
can be directly read in the ExecutionCalculation
.
const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec();
float Damage = FMath::Max<float>(Spec.GetSetByCallerMagnitude(FGameplayTag::RequestGameplayTag(FName("Data.Damage")), false, -1.0f), 0.0f);
If you want to hardcode values to a GameplayEffect
, you can pass them in using a CalculationModifier
that uses one of the captured Attributes
as the backing data.
In this screenshot example, we're adding 50 to the captured Damage Attribute
. You could also set this to Override
to just take in only the hardcoded value.
The ExecutionCalculation
reads this value in when it captures the Attribute
.
float Damage = 0.0f;
// Capture optional damage value set on the damage GE as a CalculationModifier under the ExecutionCalculation
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().DamageDef, EvaluationParameters, Damage);
If you want to hardcode values to a GameplayEffect
, you can pass them in using a CalculationModifier
that uses a Temporary Variable
or Transient Aggregator
as it's called in C++. The Temporary Variable
is associated with a GameplayTag
.
In this screenshot example, we're adding 50 to a Temporary Variable
using the Data.Damage
GameplayTag
.
Add backing Temporary Variables
to your ExecutionCalculation
's constructor:
ValidTransientAggregatorIdentifiers.AddTag(FGameplayTag::RequestGameplayTag("Data.Damage"));
The ExecutionCalculation
reads this value in using special capture functions similar to the Attribute
capture functions.
float Damage = 0.0f;
ExecutionParams.AttemptCalculateTransientAggregatorMagnitude(FGameplayTag::RequestGameplayTag("Data.Damage"), EvaluationParameters, Damage);
You can send data to the ExecutionCalculation
via a custom GameplayEffectContext
on the GameplayEffectSpec
.
In the ExecutionCalculation
you can access the EffectContext
from the FGameplayEffectCustomExecutionParameters
.
const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec();
FGSGameplayEffectContext* ContextHandle = static_cast<FGSGameplayEffectContext*>(Spec.GetContext().Get());
If you need change something on the GameplayEffectSpec
or the EffectContext
:
FGameplayEffectSpec* MutableSpec = ExecutionParams.GetOwningSpecForPreExecuteMod();
FGSGameplayEffectContext* ContextHandle = static_cast<FGSGameplayEffectContext*>(MutableSpec->GetContext().Get());
Use caution if modifying the GameplayEffectSpec
in the ExecutionCalculation
. See the comment for GetOwningSpecForPreExecuteMod()
.
/** Non const access. Be careful with this, especially when modifying a spec after attribute capture. */
FGameplayEffectSpec* GetOwningSpecForPreExecuteMod() const;
CustomApplicationRequirement
(CAR
) classes give the designers advanced control over whether a GameplayEffect
can be applied versus the simple GameplayTag
checks on the GameplayEffect
. These can be implemented in Blueprint by overriding CanApplyGameplayEffect()
and in C++ by overriding CanApplyGameplayEffect_Implementation()
.
Examples of when to use CARs
:
Target
needs to have a certain amount of anAttribute
Target
needs to have a certain number of stacks of aGameplayEffect
CARs
can also do more advanced things like checking if an instance of this GameplayEffect
is already on the Target
and changing the duration of the existing instance instead of applying a new instance (return false for CanApplyGameplayEffect()
).
GameplayAbilities
have an optional GameplayEffect
specifically designed to use as the cost of the ability. Costs are how much of an Attribute
an ASC
needs to have to be able to activate the GameplayAbility
. If a GA
cannot afford the Cost GE
, then they will not be able to activate. This Cost GE
should be an Instant
GameplayEffect
with one or more Modifiers
that subtract from Attributes
. By default, Cost GEs
are meant to be predicted and it is recommended to maintain that capability meaning do not use ExecutionCalculations
. MMCs
are perfectly acceptable and encouraged for complex cost calculations.
When starting out, you will most likely have one unique Cost GE
per GA
that has a cost. A more advanced technique is to reuse one Cost GE
for multiple GAs
and just modify the GameplayEffectSpec
created from the Cost GE
with the GA
-specific data (the cost value is defined on the GA
). This only works for Instanced
abilities.
Two techniques for reusing the Cost GE
:
- Use an
MMC
. This is the easiest method. Create anMMC
that reads the cost value from theGameplayAbility
instance which you can get from theGameplayEffectSpec
.
float UPGMMC_HeroAbilityCost::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec & Spec) const
{
const UPGGameplayAbility* Ability = Cast<UPGGameplayAbility>(Spec.GetContext().GetAbilityInstance_NotReplicated());
if (!Ability)
{
return 0.0f;
}
return Ability->Cost.GetValueAtLevel(Ability->GetAbilityLevel());
}
In this example the cost value is an FScalableFloat
on the GameplayAbility
child class that I added to it.
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cost")
FScalableFloat Cost;
- Override
UGameplayAbility::GetCostGameplayEffect()
. Override this function and create aGameplayEffect
at runtime that reads the cost value on theGameplayAbility
.
GameplayAbilities
have an optional GameplayEffect
specifically designed to use as the cooldown of the ability. Cooldowns determine how long after activation the ability can be activated again. If a GA
is still on cooldown, it cannot activate. This Cooldown GE
should be a Duration
GameplayEffect
with no Modifiers
and a unique GameplayTag
per GameplayAbility
or per ability slot (if your game has interchangeable abilities assigned to slots that share a cooldown) in the GameplayEffect's
GrantedTags
("Cooldown Tag
"). The GA
actually checks for the presence for the Cooldown Tag
instead of the presence of the Cooldown GE
. By default, Cooldown GEs
are meant to be predicted and it is recommended to maintain that capability meaning do not use ExecutionCalculations
. MMCs
are perfectly acceptable and encouraged for complex cooldown calculations.
When starting out, you will most likely have one unique Cooldown GE
per GA
that has a cooldown. A more advanced technique is to reuse one Cooldown GE
for multiple GAs
and just modify the GameplayEffectSpec
created from the Cooldown GE
with the GA
-specific data (the cooldown duration and the Cooldown Tag
are defined on the GA
). This only works for Instanced
abilities.
Two techniques for reusing the Cooldown GE
:
- Use a
SetByCaller
. This is the easiest method. Set the duration of your sharedCooldown GE
toSetByCaller
with aGameplayTag
. On yourGameplayAbility
subclass, define a float /FScalableFloat
for the duration, aFGameplayTagContainer
for the uniqueCooldown Tag
, and a temporaryFGameplayTagContainer
that we will use as the return pointer of the union of ourCooldown Tag
and theCooldown GE's
tags.
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cooldown")
FScalableFloat CooldownDuration;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cooldown")
FGameplayTagContainer CooldownTags;
// Temp container that we will return the pointer to in GetCooldownTags().
// This will be a union of our CooldownTags and the Cooldown GE's cooldown tags.
UPROPERTY(Transient)
FGameplayTagContainer TempCooldownTags;
Then override UGameplayAbility::GetCooldownTags()
to return the union of our Cooldown Tags
and any existing Cooldown GE's
tags.
const FGameplayTagContainer * UPGGameplayAbility::GetCooldownTags() const
{
FGameplayTagContainer* MutableTags = const_cast<FGameplayTagContainer*>(&TempCooldownTags);
MutableTags->Reset(); // MutableTags writes to the TempCooldownTags on the CDO so clear it in case the ability cooldown tags change (moved to a different slot)
const FGameplayTagContainer* ParentTags = Super::GetCooldownTags();
if (ParentTags)
{
MutableTags->AppendTags(*ParentTags);
}
MutableTags->AppendTags(CooldownTags);
return MutableTags;
}
Finally, override UGameplayAbility::ApplyCooldown()
to inject our Cooldown Tags
and to add the SetByCaller
to the cooldown GameplayEffectSpec
.
void UPGGameplayAbility::ApplyCooldown(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo * ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const
{
UGameplayEffect* CooldownGE = GetCooldownGameplayEffect();
if (CooldownGE)
{
FGameplayEffectSpecHandle SpecHandle = MakeOutgoingGameplayEffectSpec(CooldownGE->GetClass(), GetAbilityLevel());
SpecHandle.Data.Get()->DynamicGrantedTags.AppendTags(CooldownTags);
SpecHandle.Data.Get()->SetSetByCallerMagnitude(FGameplayTag::RequestGameplayTag(FName( OurSetByCallerTag )), CooldownDuration.GetValueAtLevel(GetAbilityLevel()));
ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, SpecHandle);
}
}
In this picture, the cooldown's duration Modifier
is set to SetByCaller
with a Data Tag
of Data.Cooldown
. Data.Cooldown
would be OurSetByCallerTag
in the code above.
- Use an
MMC
. This has the same setup as above except for setting theSetByCaller
as the duration on theCooldown GE
and inApplyCooldown
. Instead, set the duration to be aCustom Calculation Class
and point to the newMMC
that we will make.
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cooldown")
FScalableFloat CooldownDuration;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cooldown")
FGameplayTagContainer CooldownTags;
// Temp container that we will return the pointer to in GetCooldownTags().
// This will be a union of our CooldownTags and the Cooldown GE's cooldown tags.
UPROPERTY(Transient)
FGameplayTagContainer TempCooldownTags;
Then override UGameplayAbility::GetCooldownTags()
to return the union of our Cooldown Tags
and any existing Cooldown GE's
tags.
const FGameplayTagContainer * UPGGameplayAbility::GetCooldownTags() const
{
FGameplayTagContainer* MutableTags = const_cast<FGameplayTagContainer*>(&TempCooldownTags);
MutableTags->Reset(); // MutableTags writes to the TempCooldownTags on the CDO so clear it in case the ability cooldown tags change (moved to a different slot)
const FGameplayTagContainer* ParentTags = Super::GetCooldownTags();
if (ParentTags)
{
MutableTags->AppendTags(*ParentTags);
}
MutableTags->AppendTags(CooldownTags);
return MutableTags;
}
Finally, override UGameplayAbility::ApplyCooldown()
to inject our Cooldown Tags
into the cooldown GameplayEffectSpec
.
void UPGGameplayAbility::ApplyCooldown(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo * ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const
{
UGameplayEffect* CooldownGE = GetCooldownGameplayEffect();
if (CooldownGE)
{
FGameplayEffectSpecHandle SpecHandle = MakeOutgoingGameplayEffectSpec(CooldownGE->GetClass(), GetAbilityLevel());
SpecHandle.Data.Get()->DynamicGrantedTags.AppendTags(CooldownTags);
ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, SpecHandle);
}
}
float UPGMMC_HeroAbilityCooldown::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec & Spec) const
{
const UPGGameplayAbility* Ability = Cast<UPGGameplayAbility>(Spec.GetContext().GetAbilityInstance_NotReplicated());
if (!Ability)
{
return 0.0f;
}
return Ability->CooldownDuration.GetValueAtLevel(Ability->GetAbilityLevel());
}
bool APGPlayerState::GetCooldownRemainingForTag(FGameplayTagContainer CooldownTags, float & TimeRemaining, float & CooldownDuration)
{
if (AbilitySystemComponent && CooldownTags.Num() > 0)
{
TimeRemaining = 0.f;
CooldownDuration = 0.f;
FGameplayEffectQuery const Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(CooldownTags);
TArray< TPair<float, float> > DurationAndTimeRemaining = AbilitySystemComponent->GetActiveEffectsTimeRemainingAndDuration(Query);
if (DurationAndTimeRemaining.Num() > 0)
{
int32 BestIdx = 0;
float LongestTime = DurationAndTimeRemaining[0].Key;
for (int32 Idx = 1; Idx < DurationAndTimeRemaining.Num(); ++Idx)
{
if (DurationAndTimeRemaining[Idx].Key > LongestTime)
{
LongestTime = DurationAndTimeRemaining[Idx].Key;
BestIdx = Idx;
}
}
TimeRemaining = DurationAndTimeRemaining[BestIdx].Key;
CooldownDuration = DurationAndTimeRemaining[BestIdx].Value;
return true;
}
}
return false;
}
Note: Querying the cooldown's time remaining on clients requires that they can receive replicated GameplayEffects
. This will depend on their ASC's
replication mode.
To listen for when a cooldown begins, you can either respond to when the Cooldown GE
is applied by binding to AbilitySystemComponent->OnActiveGameplayEffectAddedDelegateToSelf
or when the Cooldown Tag
is added by binding to AbilitySystemComponent->RegisterGameplayTagEvent(CooldownTag, EGameplayTagEventType::NewOrRemoved)
. I recommend listening for when the Cooldown GE
is added because you also have access to the GameplayEffectSpec
that applied it. From this you can determine if the Cooldown GE
is the locally predicted one or the Server's correcting one.
To listen for when a cooldown ends, you can either respond to when the Cooldown GE
is removed by binding to AbilitySystemComponent->OnAnyGameplayEffectRemovedDelegate()
or when the Cooldown Tag
is removed by binding to AbilitySystemComponent->RegisterGameplayTagEvent(CooldownTag, EGameplayTagEventType::NewOrRemoved)
. I recommend listening for when the Cooldown Tag
is removed because when the Server's corrected Cooldown GE
comes in, it will remove our locally predicted one causing the OnAnyGameplayEffectRemovedDelegate()
to fire even though we're still on cooldown. The Cooldown Tag
will not change during the removal of the predicted Cooldown GE
and the application of the Server's corrected Cooldown GE
.
Note: Listening for a GameplayEffect
to be added or removed on clients requires that they can receive replicated GameplayEffects
. This will depend on their ASC's
replication mode.
The Sample Project includes a custom Blueprint node that listens for cooldowns beginning and ending. The HUD UMG Widget uses it to update the amount of time remaining on the Meteor's cooldown. This AsyncTask
will live forever until manually called EndTask()
, which we do in the UMG Widget's Destruct
event. See AsyncTaskEffectCooldownChanged.h/cpp
.
Cooldowns cannot really be predicted currently. We can start UI cooldown timer's when the locally predicted Cooldown GE
is applied but the GameplayAbility's
actual cooldown is tied to the server's cooldown's time remaining. Depending on the player's latency, the locally predicted cooldown could expire but the GameplayAbility
would still be on cooldown on the server and this would prevent the GameplayAbility's
immediate re-activation until the server's cooldown expires.
The Sample Project handles this by graying out the Meteor ability's UI icon when the locally predicted cooldown begins and then starting the cooldown timer once the server's corrected Cooldown GE
comes in.
A gameplay consequence of this is that players with high latencies have a lower rate of fire on short cooldown abilities than players with lower latencies putting them at a disadvantage. Fortnite avoids this by their weapons having custom bookkeeping that do not use cooldown GameplayEffects
.
Allowing for true predicted cooldowns (player could activate a GameplayAbility
when the local cooldown expires but the server is still on cooldown) is something that Epic would like to implement someday in a future iteration of GAS.
To change the time remaining for a Cooldown GE
or any Duration
GameplayEffect
, we need to change the GameplayEffectSpec's
Duration
, update its StartServerWorldTime
, update its CachedStartServerWorldTime
, update its StartWorldTime
, and rerun the check on the duration with CheckDuration()
. Doing this on the server and marking the FActiveGameplayEffect
dirty will replicate the changes to clients.
Note: This does involve a const_cast
and may not be Epic's intended way of changing durations, but it seems to work well so far.
bool UPAAbilitySystemComponent::SetGameplayEffectDurationHandle(FActiveGameplayEffectHandle Handle, float NewDuration)
{
if (!Handle.IsValid())
{
return false;
}
const FActiveGameplayEffect* ActiveGameplayEffect = GetActiveGameplayEffect(Handle);
if (!ActiveGameplayEffect)
{
return false;
}
FActiveGameplayEffect* AGE = const_cast<FActiveGameplayEffect*>(ActiveGameplayEffect);
if (NewDuration > 0)
{
AGE->Spec.Duration = NewDuration;
}
else
{
AGE->Spec.Duration = 0.01f;
}
AGE->StartServerWorldTime = ActiveGameplayEffects.GetServerWorldTime();
AGE->CachedStartServerWorldTime = AGE->StartServerWorldTime;
AGE->StartWorldTime = ActiveGameplayEffects.GetWorldTime();
ActiveGameplayEffects.MarkItemDirty(*AGE);
ActiveGameplayEffects.CheckDuration(Handle);
AGE->EventSet.OnTimeChanged.Broadcast(AGE->Handle, AGE->StartWorldTime, AGE->GetDuration());
OnGameplayEffectDurationChange(*AGE);
return true;
}
Creating Dynamic GameplayEffects
at runtime is an advanced topic. You shouldn't have to do this too often.
Only Instant
GameplayEffects
can be created at runtime from scratch in C++. Duration
and Infinite
GameplayEffects
cannot be created dynamically at runtime because when they replicate they look for the GameplayEffect
class definition that does not exist. To achieve this functionality, you should instead make an archetype GameplayEffect
class like you would normally do in the Editor. Then customize the GameplayEffectSpec
instance with what you need at runtime.
Instant
GameplayEffects
created at runtime can also be called from within a local predicted GameplayAbility
. However, it is unknown yet if the dynamic creation can have side effects.
The Sample Project creates one to send the gold and experience points back to the killer of a character when it takes the killing blow in its AttributeSet
.
// Create a dynamic instant Gameplay Effect to give the bounties
UGameplayEffect* GEBounty = NewObject<UGameplayEffect>(GetTransientPackage(), FName(TEXT("Bounty")));
GEBounty->DurationPolicy = EGameplayEffectDurationType::Instant;
int32 Idx = GEBounty->Modifiers.Num();
GEBounty->Modifiers.SetNum(Idx + 2);
FGameplayModifierInfo& InfoXP = GEBounty->Modifiers[Idx];
InfoXP.ModifierMagnitude = FScalableFloat(GetXPBounty());
InfoXP.ModifierOp = EGameplayModOp::Additive;
InfoXP.Attribute = UGDAttributeSetBase::GetXPAttribute();
FGameplayModifierInfo& InfoGold = GEBounty->Modifiers[Idx + 1];
InfoGold.ModifierMagnitude = FScalableFloat(GetGoldBounty());
InfoGold.ModifierOp = EGameplayModOp::Additive;
InfoGold.Attribute = UGDAttributeSetBase::GetGoldAttribute();
Source->ApplyGameplayEffectToSelf(GEBounty, 1.0f, Source->MakeEffectContext());
A second example shows a runtime GameplayEffect
created within a local predicted GameplayAbility
. Use at your own risk (see comments in code)!
UGameplayAbilityRuntimeGE::UGameplayAbilityRuntimeGE()
{
NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted;
}
void UGameplayAbilityRuntimeGE::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{
if (HasAuthorityOrPredictionKey(ActorInfo, &ActivationInfo))
{
if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
{
EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
}
// Create the GE at runtime.
UGameplayEffect* GameplayEffect = NewObject<UGameplayEffect>(GetTransientPackage(), TEXT("RuntimeInstantGE"));
GameplayEffect->DurationPolicy = EGameplayEffectDurationType::Instant; // Only instant works with runtime GE.
// Add a simple scalable float modifier, which overrides MyAttribute with 42.
// In real world applications, consume information passed via TriggerEventData.
const int32 Idx = GameplayEffect->Modifiers.Num();
GameplayEffect->Modifiers.SetNum(Idx + 1);
FGameplayModifierInfo& ModifierInfo = GameplayEffect->Modifiers[Idx];
ModifierInfo.Attribute.SetUProperty(UMyAttributeSet::GetMyModifiedAttribute());
ModifierInfo.ModifierMagnitude = FScalableFloat(42.f);
ModifierInfo.ModifierOp = EGameplayModOp::Override;
// Apply the GE.
// Create the GESpec here to avoid the behavior of ASC to create GESpecs from the GE class default object.
// Since we have a dynamic GE here, this would create a GESpec with the base GameplayEffect class, so we
// would lose our modifiers. Attention: It is unknown, if this "hack" done here can have drawbacks!
// The spec prevents the GE object being collected by the GarbageCollector, since the GE is a UPROPERTY on the spec.
FGameplayEffectSpec* GESpec = new FGameplayEffectSpec(GameplayEffect, {}, 0.f); // "new", since lifetime is managed by a shared ptr within the handle
ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, FGameplayEffectSpecHandle(GESpec));
}
EndAbility(Handle, ActorInfo, ActivationInfo, false, false);
}
Epic's Action RPG Sample Project implements a structure called FGameplayEffectContainer
. These are not in vanilla GAS but are extremely handy for containing GameplayEffects
and TargetData
. It automates a some of the effort like creating GameplayEffectSpecs
from GameplayEffects
and setting default values in its GameplayEffectContext
. Making a GameplayEffectContainer
in a GameplayAbility
and passing it to spawned projectiles is very easy and straightforward. I opted not to implement the GameplayEffectContainers
in the included Sample Project to show how you would work without them in vanilla GAS, but I highly recommend looking into them and considering adding them to your project.
To access the GESpecs
inside of the GameplayEffectContainers
to do things like adding SetByCallers
, break the FGameplayEffectContainer
and access the GESpec
reference by its index in the array of GESpecs
. This requires that you know the index ahead of time of the GESpec
that you want to access.
GameplayEffectContainers
also contain an optional efficient means of targeting.
GameplayAbilities
(GA
) are any actions or skills that an Actor
can do in the game. More than one GameplayAbility
can be active at one time for example sprinting and shooting a gun. These can be made in Blueprint or C++.
Examples of GameplayAbilities
:
- Jumping
- Sprinting
- Shooting a gun
- Passively blocking an attack every X number of seconds
- Using a potion
- Opening a door
- Collecting a resource
- Constructing a building
Things that should not be implemented with GameplayAbilities
:
- Basic movement input
- Some interactions with UIs - Don't use a
GameplayAbility
to purchase an item from a store.
These are not rules, just my recommendations. Your design and implementations may vary.
GameplayAbilities
come with default functionality to have a level to modify the amount of change to attributes or to change the GameplayAbility's
functionality.
GameplayAbilities
run on the owning client and/or the server depending on the Net Execution Policy
but not simulated proxies. The Net Execution Policy
determines if a GameplayAbility
will be locally predicted. They include default behavior for optional cost and cooldown GameplayEffects
. GameplayAbilities
use AbilityTasks
for actions that happen over time like waiting for an event, waiting for an attribute change, waiting for players to choose a target, or moving a Character
with Root Motion Source
. Simulated clients will not run GameplayAbilities
. Instead, when the server runs the ability, anything that visually needs to play on the simulated proxies (like animation montages) will be replicated or RPC'd through AbilityTasks
or GameplayCues
for cosmetic things like sounds and particles.
All GameplayAbilities
will have their ActivateAbility()
function overriden with your gameplay logic. Additional logic can be added to EndAbility()
that runs when the GameplayAbility
completes or is canceled.
Flowchart of a simple GameplayAbility
:
Flowchart of a more complex GameplayAbility
:
Complex abilities can be implemented using multiple GameplayAbilities
that interact (activate, cancel, etc) with each other.
Don't use this option. The name is misleading and you don't need it. GameplayAbilitySpecs
are replicated from the server to the owning client by default. As mentioned above, GameplayAbilities
don't run on simulated proxies. They use AbilityTasks
and GameplayCues
to replicate or RPC visual changes to the simulated proxies. Dave Ratti from Epic has stated his desire to remove this option in the future.
This option causes trouble more often than not. It means if the client's GameplayAbility
ends either due to cancellation or natural completion, it will force the server's version to end whether it completed or not. The latter issue is the important one, especially for locally predicted GameplayAbilities
used by players with high latencies. Generally you will want to disable this option.
Setting this option will always replicate input press and release events to the server. Epic recommends not using this and instead relying on the Generic Replicated Events
that are built into the existing input related AbilityTasks
if you have your input bound to your ASC
.
Epic's comment:
/** Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events). */
UAbilitySystemComponent::ServerSetInputPressed()
The ASC
allows you to directly bind input actions to it and assign those inputs to GameplayAbilities
when you grant them. Input actions assigned to GameplayAbilities
automatically activate those GameplayAbilities
when pressed if the GameplayTag
requirements are met. Assigned input actions are required to use the built-in AbilityTasks
that respond to input.
In addition to input actions assigned to activate GameplayAbilities
, the ASC
also accepts generic Confirm
and Cancel
inputs. These special inputs are used by AbilityTasks
for confirming things like Target Actors
or canceling them.
To bind input to an ASC
, you must first create an enum that translates the input action name to a byte. The enum name must match exactly to the name used for the input action in the project settings. The DisplayName
does not matter.
From the Sample Project:
UENUM(BlueprintType)
enum class EGDAbilityInputID : uint8
{
// 0 None
None UMETA(DisplayName = "None"),
// 1 Confirm
Confirm UMETA(DisplayName = "Confirm"),
// 2 Cancel
Cancel UMETA(DisplayName = "Cancel"),
// 3 LMB
Ability1 UMETA(DisplayName = "Ability1"),
// 4 RMB
Ability2 UMETA(DisplayName = "Ability2"),
// 5 Q
Ability3 UMETA(DisplayName = "Ability3"),
// 6 E
Ability4 UMETA(DisplayName = "Ability4"),
// 7 R
Ability5 UMETA(DisplayName = "Ability5"),
// 8 Sprint
Sprint UMETA(DisplayName = "Sprint"),
// 9 Jump
Jump UMETA(DisplayName = "Jump")
};
If your ASC
lives on the Character
, then in SetupPlayerInputComponent()
include the function for binding to the ASC
:
// Bind to AbilitySystemComponent
AbilitySystemComponent->BindAbilityActivationToInputComponent(PlayerInputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"), FString("CancelTarget"), FString("EGDAbilityInputID"), static_cast<int32>(EGDAbilityInputID::Confirm), static_cast<int32>(EGDAbilityInputID::Cancel)));
If your ASC
lives on the PlayerState
, there is a potential race condition inside of SetupPlayerInputComponent()
where the PlayerState
may not have replicated to the client yet. Therefore, I recommend attempting to bind to input in SetupPlayerInputComponent()
and OnRep_PlayerState()
. OnRep_PlayerState()
is not sufficient by itself because there could be a case where the Actor's
InputComponent
could be null when PlayerState
replicates before the PlayerController
tells the client to call ClientRestart()
which creates the InputComponent
. The Sample Project demonstrates attempting to bind in both locations with a boolean gating the process so it only actually binds the input once.
Note: In the Sample Project Confirm
and Cancel
in the enum don't match the input action names in the project settings (ConfirmTarget
and CancelTarget
), but we supply the mapping between them in BindAbilityActivationToInputComponent()
. These are special since we supply the mapping and they don't have to match, but they can match. All other inputs in the enum must match the input action names in the project settings.
For GameplayAbilities
that will only ever be activated by one input (they will always exist in the same "slot" like a MOBA), I prefer to add a variable to my UGameplayAbility
subclass where I can define their input. I can then read this from the ClassDefaultObject
when granting the ability.
If you don't want your GameplayAbilities
to automatically activate when an input is pressed but still bind them to input to use with AbilityTasks
, you can add a new bool variable to your UGameplayAbility
subclass, bActivateOnInput
, that defaults to true
and override UAbilitySystemComponent::AbilityLocalInputPressed()
.
void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
{
// Consume the input if this InputID is overloaded with GenericConfirm/Cancel and the GenericConfim/Cancel callback is bound
if (IsGenericConfirmInputBound(InputID))
{
LocalInputConfirm();
return;
}
if (IsGenericCancelInputBound(InputID))
{
LocalInputCancel();
return;
}
// ---------------------------------------------------------
ABILITYLIST_SCOPE_LOCK();
for (FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
{
if (Spec.InputID == InputID)
{
if (Spec.Ability)
{
Spec.InputPressed = true;
if (Spec.IsActive())
{
if (Spec.Ability->bReplicateInputDirectly && IsOwnerActorAuthoritative() == false)
{
ServerSetInputPressed(Spec.Handle);
}
AbilitySpecInputPressed(Spec);
// Invoke the InputPressed event. This is not replicated here. If someone is listening, they may replicate the InputPressed event to the server.
InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, Spec.ActivationInfo.GetActivationPredictionKey());
}
else
{
UGSGameplayAbility* GA = Cast<UGSGameplayAbility>(Spec.Ability);
if (GA && GA->bActivateOnInput)
{
// Ability is not active, so try to activate it
TryActivateAbility(Spec.Handle);
}
}
}
}
}
}
Granting a GameplayAbility
to an ASC
adds it to the ASC's
list of ActivatableAbilities
allowing it to activate the GameplayAbility
at will if it meets the GameplayTag
requirements.
We grant GameplayAbilities
on the server which then automatically replicates the GameplayAbilitySpec
to the owning client. Other clients / simulated proxies do not receive the GameplayAbilitySpec
.
The Sample Project stores a TArray<TSubclassOf<UGDGameplayAbility>>
on the Character
class that it reads from and grants when the game starts:
void AGDCharacterBase::AddCharacterAbilities()
{
// Grant abilities, but only on the server
if (Role != ROLE_Authority || !AbilitySystemComponent.IsValid() || AbilitySystemComponent->CharacterAbilitiesGiven)
{
return;
}
for (TSubclassOf<UGDGameplayAbility>& StartupAbility : CharacterAbilities)
{
AbilitySystemComponent->GiveAbility(
FGameplayAbilitySpec(StartupAbility, GetAbilityLevel(StartupAbility.GetDefaultObject()->AbilityID), static_cast<int32>(StartupAbility.GetDefaultObject()->AbilityInputID), this));
}
AbilitySystemComponent->CharacterAbilitiesGiven = true;
}
When granting these GameplayAbilities
, we're creating GameplayAbilitySpecs
with the UGameplayAbility
class, the ability level, the input that it is bound to, and the SourceObject
or who gave this GameplayAbility
to this ASC
.
If a GameplayAbility
is assigned an input action, it will be automatically activated if the input is pressed and it meets its GameplayTag
requirements. This may not always be the desirable way to activate a GameplayAbility
. The ASC
provides four other methods of activating GameplayAbilities
: by GameplayTag
, GameplayAbility
class, GameplayAbilitySpec
handle, and by an event. Activating a GameplayAbility
by event allows you to pass in a payload of data with the event.
UFUNCTION(BlueprintCallable, Category = "Abilities")
bool TryActivateAbilitiesByTag(const FGameplayTagContainer& GameplayTagContainer, bool bAllowRemoteActivation = true);
UFUNCTION(BlueprintCallable, Category = "Abilities")
bool TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation = true);
bool TryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation = true);
bool TriggerAbilityFromGameplayEvent(FGameplayAbilitySpecHandle AbilityToTrigger, FGameplayAbilityActorInfo* ActorInfo, FGameplayTag Tag, const FGameplayEventData* Payload, UAbilitySystemComponent& Component);
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce(const FGameplayAbilitySpec& AbilitySpec);
To activate a GameplayAbility
by event, the GameplayAbility
must have its Triggers
set up in the GameplayAbility
. Assign a GameplayTag
and pick an option for GameplayEvent
. To send the event, use the function UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload)
. Activating a GameplayAbility
by event allows you to pass in a payload with data.
GameplayAbility
Triggers
also allow you to activate the GameplayAbility
when a GameplayTag
is added or removed.
Note: When activating a GameplayAbility
from event in Blueprint, you must use the ActivateAbilityFromEvent
node and the standard ActivateAbility
node cannot exist in your graph. If the ActivateAbility
node exists, it will always be called over the ActivateAbilityFromEvent
node.
Note: Don't forget to call EndAbility()
when the GameplayAbility
should terminate unless you have a GameplayAbility
that will always run like a passive ability.
Activation sequence for locally predicted GameplayAbilities
:
- Owning client calls
TryActivateAbility()
- Calls
InternalTryActivateAbility()
- Calls
CanActivateAbility()
and returns whetherGameplayTag
requirements are met, if theASC
can afford the cost, if theGameplayAbility
is not on cooldown, and if no other instances are currently active - Calls
CallServerTryActivateAbility()
and passes it thePrediction Key
that it generates - Calls
CallActivateAbility()
- Calls
PreActivate()
Epic refers to this as "boilerplate init stuff" - Calls
ActivateAbility()
finally activating the ability
Server receives CallServerTryActivateAbility()
- Calls
ServerTryActivateAbility()
- Calls
InternalServerTryActivateAbility()
- Calls
InternalTryActivateAbility()
- Calls
CanActivateAbility()
and returns whetherGameplayTag
requirements are met, if theASC
can afford the cost, if theGameplayAbility
is not on cooldown, and if no other instances are currently active - Calls
ClientActivateAbilitySucceed()
if successful telling it to update itsActivationInfo
that its activation was confirmed by the server and broadcasting theOnConfirmDelegate
delegate. This is not the same as input confirmation. - Calls
CallActivateAbility()
- Calls
PreActivate()
Epic refers to this as "boilerplate init stuff" - Calls
ActivateAbility()
finally activating the ability
If at any time the server fails to activate, it will call ClientActivateAbilityFailed()
, immediately terminating the client's GameplayAbility
and undoing any predicted changes.
To implement passive GameplayAbilities
that automatically activate and run continuously, override UGameplayAbility::OnAvatarSet()
which is automatically called when a GameplayAbility
is granted and the AvatarActor
is set and call TryActivateAbility()
.
I recommend adding a bool
to your custom UGameplayAbility
class specifying if the GameplayAbility
should be activated when granted. The Sample Project does this for its passive armor stacking ability.
Passive GameplayAbilities
will typically have a Net Execution Policy
of Server Only
.
void UGDGameplayAbility::OnAvatarSet(const FGameplayAbilityActorInfo * ActorInfo, const FGameplayAbilitySpec & Spec)
{
Super::OnAvatarSet(ActorInfo, Spec);
if (ActivateAbilityOnGranted)
{
bool ActivatedAbility = ActorInfo->AbilitySystemComponent->TryActivateAbility(Spec.Handle, false);
}
}
Epic describes this function as the correct place to initiate passive abilities and to do BeginPlay
type things.
To cancel a GameplayAbility
from within, you call CancelAbility()
. This will call EndAbility()
and set its WasCancelled
parameter to true.
To cancel a GameplayAbility
externally, the ASC
provides a few functions:
/** Cancels the specified ability CDO. */
void CancelAbility(UGameplayAbility* Ability);
/** Cancels the ability indicated by passed in spec handle. If handle is not found among reactivated abilities nothing happens. */
void CancelAbilityHandle(const FGameplayAbilitySpecHandle& AbilityHandle);
/** Cancel all abilities with the specified tags. Will not cancel the Ignore instance */
void CancelAbilities(const FGameplayTagContainer* WithTags=nullptr, const FGameplayTagContainer* WithoutTags=nullptr, UGameplayAbility* Ignore=nullptr);
/** Cancels all abilities regardless of tags. Will not cancel the ignore instance */
void CancelAllAbilities(UGameplayAbility* Ignore=nullptr);
/** Cancels all abilities and kills any remaining instanced abilities */
virtual void DestroyActiveState();
Note: I have found that CancelAllAbilities
doesn't seem to work right if you have a Non-Instanced
GameplayAbilities
. It seems to hit the Non-Instanced
GameplayAbility
and give up. CancelAbilities
can handle Non-Instanced
GameplayAbilities
better and that is what the Sample Project uses (Jump is a non-instanced GameplayAbility
). Your mileage may vary.
Beginners often ask "How can I get the active ability?" perhaps to set variables on it or to cancel it. More than one GameplayAbility
can be active at a time so there is no one "active ability". Instead, you must search through an ASC's
list of ActivatableAbilities
(granted GameplayAbilities
that the ASC
owns) and find the one matching the Asset
or Granted
GameplayTag
that you are looking for.
UAbilitySystemComponent::GetActivatableAbilities()
returns a TArray<FGameplayAbilitySpec>
for you to iterate over.
The ASC
also has another helper function that takes in a GameplayTagContainer
as a parameter to assist in searching instead of manually iterating over the list of GameplayAbilitySpecs
. The bOnlyAbilitiesThatSatisfyTagRequirements
parameter will only return GameplayAbilitySpecs
that satisfy their GameplayTag
requirements and could be activated right now. For example, you could have two basic attack GameplayAbilities
, one with a weapon and one with bare fists, and the correct one activates depending on if a weapon is equipped setting the GameplayTag
requirement. See Epic's comment on the function for more information.
UAbilitySystemComponent::GetActivatableGameplayAbilitySpecsByAllMatchingTags(const FGameplayTagContainer& GameplayTagContainer, TArray < struct FGameplayAbilitySpec* >& MatchingGameplayAbilities, bool bOnlyAbilitiesThatSatisfyTagRequirements = true)
Once you get the FGameplayAbilitySpec
that you are looking for, you can call IsActive()
on it.
A GameplayAbility's
Instancing Policy
determines if and how the GameplayAbility
is instanced when activated.
Instancing Policy |
Description | Example of when to use |
---|---|---|
Instanced Per Actor | Each ASC only has one instance of the GameplayAbility that is reused between activations. |
This will probably be the Instancing Policy that you use the most. You can use it for any ability and provides persistence between activations. The designer is responsible for manually resetting any variables between activations that need it. |
Instanced Per Execution | Every time a GameplayAbility is activated, a new instance of the GameplayAbility is created. |
The benefit of these GameplayAbilities is that the variables are reset everytime you activate. These provide worse performance than Instanced Per Actor since they will spawn new GameplayAbilities every time they activate. The Sample Project does not use any of these. |
Non-Instanced | The GameplayAbility operates on its ClassDefaultObject . No instances are created. |
This has the best performance of the three but is the most restrictive in what can be done with it. Non-Instanced GameplayAbilities cannot store state, meaning no dynamic variables and no binding to AbilityTask delegates. The best place to use them is for frequently used simple abilities like minion basic attacks in a MOBA or RTS. The Sample Project's Jump GameplayAbility is Non-Instanced . |
A GameplayAbility's
Net Execution Policy
determines who runs the GameplayAbility
and in what order.
Net Execution Policy |
Description |
---|---|
Local Only |
The GameplayAbility is only run on the owning client. This could be useful for abilities that only make local cosmetic changes. Single player games should use Server Only . |
Local Predicted |
Local Predicted GameplayAbilities activate first on the owning client and then on the server. The server's version will correct anything that the client predicted incorrectly. See Prediction. |
Server Only |
The GameplayAbility is only run on the server. Passive GameplayAbilities will typically be Server Only . Single player games should use this. |
Server Initiated |
Server Initiated GameplayAbilities activate first on the server and then on the owning client. I personally haven't used these much if any. |
GameplayAbilities
come with GameplayTagContainers
with built-in logic. None of these GameplayTags
are replicated.
GameplayTag Container |
Description |
---|---|
Ability Tags |
GameplayTags that the GameplayAbility owns. These are just GameplayTags to describe the GameplayAbility . |
Cancel Abilities with Tag |
Other GameplayAbilities that have these GameplayTags in their Ability Tags will be canceled when this GameplayAbility is activated. |
Block Abilities with Tag |
Other GameplayAbilities that have these GameplayTags in their Ability Tags are blocked from activating while this GameplayAbility is active. |
Activation Owned Tags |
These GameplayTags are given to the GameplayAbility's owner while this GameplayAbility is active. Remember these are not replicated. |
Activation Required Tags |
This GameplayAbility can only be activated if the owner has all of these GameplayTags . |
Activation Blocked Tags |
This GameplayAbility cannot be activated if the owner has any of these GameplayTags . |
Source Required Tags |
This GameplayAbility can only be activated if the Source has all of these GameplayTags . The Source GameplayTags are only set if the GameplayAbility is triggered by an event. |
Source Blocked Tags |
This GameplayAbility cannot be activated if the Source has any of these GameplayTags . The Source GameplayTags are only set if the GameplayAbility is triggered by an event. |
Target Required Tags |
This GameplayAbility can only be activated if the Target has all of these GameplayTags . The Target GameplayTags are only set if the GameplayAbility is triggered by an event. |
Target Blocked Tags |
This GameplayAbility cannot be activated if the Target has any of these GameplayTags . The Target GameplayTags are only set if the GameplayAbility is triggered by an event. |
A GameplayAbilitySpec
exists on the ASC
after a GameplayAbility
is granted and defines the activatable GameplayAbility
- GameplayAbility
class, level, input bindings, and runtime state that must be kept separate from the GameplayAbility
class.
When a GameplayAbility
is granted on the server, the server replicates the GameplayAbilitySpec
to the owning client so that she may activate it.
Activating a GameplayAbilitySpec
will create an instance (or not for Non-Instanced
GameplayAbilities
) of the GameplayAbility
depending on its Instancing Policy
.
The general paradigm for GameplayAbilities
is Activate->Generate Data->Apply->End
. Sometimes you need to act on existing data. GAS provides a few options for getting external data into your GameplayAbilities
:
Method | Description |
---|---|
Activate GameplayAbility by Event |
Activate a GameplayAbility with an event containing a payload of data. The event's payload is replicated from client to server for local predicted GameplayAbilities . Use the two Optional Object or the TargetData variables for arbitrary data that does not fit any of the existing variables. The downside to this is that it prevents you from activating the ability with an input bind. To activate a GameplayAbility by event, the GameplayAbility must have its Triggers set up in the GameplayAbility . Assign a GameplayTag and pick an option for GameplayEvent . To send the event, use the function UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload) . |
Use WaitGameplayEvent AbilityTask |
Use the WaitGameplayEvent AbilityTask to tell the GameplayAbility to listen for an event with payload data after it activates. The event payload and the process to send it is the same as activating GameplayAbilities by event. The downside to this is that events are not replicated by the AbilityTask and should only be used for Local Only and Server Only GameplayAbilities . You potentially could write your own AbilityTask that will replicate the event payload. |
Use TargetData |
A custom TargetData struct is a good way to pass arbitrary data between the client and server. |
Store Data on the OwnerActor or AvatarActor |
Use replicated variables stored on the OwnerActor , AvatarActor , or any other object that you can get a reference to. This method is the most flexible and will work with GameplayAbilities activated by input binds. However, it does not guarantee the data will be synchronized from replication at the time of use. You must ensure that ahead of time - meaning if you set a replicated variable and then immediately activate a GameplayAbility there is no guarantee the order that will happen on the receiver due to potential packet loss. |
GameplayAbilities
come with functionality for optional costs and cooldowns. Costs are predefined amounts of Attributes
that the ASC
must have in order to activate the GameplayAbility
implemented with an Instant
GameplayEffect
(Cost GE
). Cooldowns are timers that prevent the reactivation of a GameplayAbility
until it expires and is implemented with a Duration
GameplayEffect
(Cooldown GE
).
Before a GameplayAbility
calls UGameplayAbility::Activate()
, it calls UGameplayAbility::CanActivateAbility()
. This function checks if the owning ASC
can afford the cost (UGameplayAbility::CheckCost()
) and ensures that the GameplayAbility
is not on cooldown (UGameplayAbility::CheckCooldown()
).
After a GameplayAbility
calls Activate()
, it can optionally commit the cost and cooldown at any time using UGameplayAbility::CommitAbility()
which calls UGameplayAbility::CommitCost()
and UGameplayAbility::CommitCooldown()
. The designer may choose to call CommitCost()
or CommitCooldown()
separately if they shouldn't be committed at the same time. Committing cost and cooldown calls CheckCost()
and CheckCooldown()
one more time and is the last chance for the GameplayAbility
to fail related to them. The owning ASC's
Attributes
could potentially change after a GameplayAbility
is activated, failing to meet the cost at time of commit. Committing the cost and cooldown can be locally predicted if the prediction key is valid at the time of commit.
See CostGE
and CooldownGE
for implementation details.
There are two common methods for leveling up an ability:
Level Up Method | Description |
---|---|
Ungrant and Regrant at the New Level | Ungrant (remove) the GameplayAbility from the ASC and regrant it back at the next level on the server. This terminates the GameplayAbility if it was active at the time. |
Increase the GameplayAbilitySpec's Level |
On the server, find the GameplayAbilitySpec , increase its level, and mark it dirty so that replicates to the owning client. This method does not terminate the GameplayAbility if it was active at the time. |
The main difference between the two methods is if you want active GameplayAbilities
to be canceled at the time of level up. You will most likely use both methods depending on your GameplayAbilities
. I recommend adding a bool
to your UGameplayAbility
subclass specifying which method to use.
GameplayAbilitySets
are convenience UDataAsset
classes for holding input bindings and lists of startup GameplayAbilities
for Characters with logic to grant the GameplayAbilities
. Subclasses can also include extra logic or properties. Paragon had a GameplayAbilitySet
per hero that included all of their given GameplayAbilities
.
I find this class to be unnecessary at least given what I've seen of it so far. The Sample Project handles all of the functionality of GameplayAbilitySets
inside of the GDCharacterBase
and its subclasses.
Traditional Gameplay Ability
lifecycle involves a minimum of two or three RPCs from the client to the server.
CallServerTryActivateAbility()
ServerSetReplicatedTargetData()
(Optional)ServerEndAbility()
If a GameplayAbility
performs all of these actions in one atomic grouping in a frame, we can optimize this workflow to batch (combine) all two or three RPCs into one RPC. GAS
refers to this RPC optimization as Ability Batching
. The common example of when to use Ability Batching
is for hitscan guns. Hitscan guns activate, do a line trace, send the TargetData
to the server, and end the ability all in one atomic group in one frame. The GASShooter sample project demonstrates this technique for its hitscan guns.
Semi-Automatic guns are the best case scenario and batch the CallServerTryActivateAbility()
, ServerSetReplicatedTargetData()
(the bullet hit result), and ServerEndAbility()
into one RPC instead of three RPCs.
Full-Automatic/Burst guns batch CallServerTryActivateAbility()
and ServerSetReplicatedTargetData()
for the first bullet into one RPC instead of two RPCs. Each subsequent bullet is its own ServerSetReplicatedTargetData()
RPC. Finally, ServerEndAbility()
is sent as a separate RPC when the gun stops firing. This is a worst case scenario where we only save one RPC on the first bullet instead of two. This scenario could have also been implemented with activating the ability via a Gameplay Event
which would send the bullet's TargetData
in with the EventPayload
to the server from the client. The downside of the latter approach is that the TargetData
would have to be generated externally to the ability whereas the batching approach generates the TargetData
inside of the ability.
Ability Batching
is disabled by default on the ASC
. To enable Ability Batching
, override ShouldDoServerAbilityRPCBatch()
to return true:
virtual bool ShouldDoServerAbilityRPCBatch() const override { return true; }
Now that Ability Batching
is enabled, before activating abilities that you want batched, you must create a FScopedServerAbilityRPCBatcher
struct beforehand. This special struct will try to batch any abilities following it within its scope. Once the FScopedServerAbilityRPCBatcher
falls out of scope, any abilities activated will not try to batch. FScopedServerAbilityRPCBatcher
works by having special code in each of the functions that can be batched that intercepts the call from sending the RPC and instead packs the message into a batch struct. When FScopedServerAbilityRPCBatcher
falls out of scope, it automatically RPCs this batch struct to the server in UAbilitySystemComponent::EndServerAbilityRPCBatch()
. The server receives the batch RPC in UAbilitySystemComponent::ServerAbilityRPCBatch_Internal(FServerAbilityRPCBatch& BatchInfo)
. The BatchInfo
parameter will contain flags for if the ability should end and if input was pressed at the time of activation and the TargetData
if that was included. This is a good function to put a breakpoint on to confirm that your batching is working properly. Alternatively, use the cvar AbilitySystem.ServerRPCBatching.Log 1
to enable special ability batching logging.
This mechanism can only be done in C++ and can only activate abilities by their FGameplayAbilitySpecHandle
.
bool UGSAbilitySystemComponent::BatchRPCTryActivateAbility(FGameplayAbilitySpecHandle InAbilityHandle, bool EndAbilityImmediately)
{
bool AbilityActivated = false;
if (InAbilityHandle.IsValid())
{
FScopedServerAbilityRPCBatcher GSAbilityRPCBatcher(this, InAbilityHandle);
AbilityActivated = TryActivateAbility(InAbilityHandle, true);
if (EndAbilityImmediately)
{
FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(InAbilityHandle);
if (AbilitySpec)
{
UGSGameplayAbility* GSAbility = Cast<UGSGameplayAbility>(AbilitySpec->GetPrimaryInstance());
GSAbility->ExternalEndAbility();
}
}
return AbilityActivated;
}
return AbilityActivated;
}
GASShooter reuses the same batched GameplayAbility
for semi-automatic and full-automatic guns which never directly call EndAbility()
(it is handled outside of the ability by a local-only ability that manages player input and the call to the batched ability based on the current firemode). Since all of the RPCs must happen within the scope of the FScopedServerAbilityRPCBatcher
, I provide the EndAbilityImmediately
parameter so that the controlling/managing local-only can specify whether this ability should batch the EndAbility()
call (semi-automatic), or not batch the EndAbility()
call (full-automatic) and the EndAbility()
call will happen sometime later in its own RPC.
GASShooter exposes a Blueprint node to allow batching abilities which the aforementioned local-only ability uses to trigger the batched ability.
A GameplayAbility
's NetSecurityPolicy
determines where should an ability execute on the network. It provides protection from clients attempting to execute restricted abilities.
NetSecurityPolicy |
Description |
---|---|
ClientOrServer |
No security requirements. Client or server can trigger execution and termination of this ability freely. |
ServerOnlyExecution |
A client requesting execution of this ability will be ignored by the server. Clients can still request that the server cancel or end this ability. |
ServerOnlyTermination |
A client requesting cancellation or ending of this ability will be ignored by the server. Clients can still request execution of the ability. |
ServerOnly |
Server controls both execution and termination of this ability. A client making any requests will be ignored. |
GameplayAbilities
only execute in one frame. This does not allow for much flexibility on its own. To do actions that happen over time or require responding to delegates fired at some point later in time we use latent actions called AbilityTasks
.
GAS comes with many AbilityTasks
out of the box:
- Tasks for moving Characters with
RootMotionSource
- A task for playing animation montages
- Tasks for responding to
Attribute
changes - Tasks for responding to
GameplayEffect
changes - Tasks for responding to player input
- and more
The UAbilityTask
constructor enforces a hardcoded game-wide maximum of 1000 concurrent AbilityTasks
running at the same time. Keep this in mind when designing GameplayAbilities
for games that can have hundreds of characters in the world at the same time like RTS games.
Often you will be creating your own custom AbilityTasks
(in C++). The Sample Project comes with two custom AbilityTasks
:
PlayMontageAndWaitForEvent
is a combination of the defaultPlayMontageAndWait
andWaitGameplayEvent
AbilityTasks
. This allows animation montages to send gameplay events fromAnimNotifies
back to theGameplayAbility
that started them. Use this to trigger actions at specific times during animation montages.WaitReceiveDamage
listens for theOwnerActor
to receive damage. The passive armor stacksGameplayAbility
removes a stack of armor when the hero receives an instance of damage.
AbilityTasks
are composed of:
- A static function that creates new instances of the
AbilityTask
- Delegates that are broadcasted on when the
AbilityTask
completes its purpose - An
Activate()
function to start its main job, bind to external delegates, etc. - An
OnDestroy()
function for cleanup, including external delegates that it bound to - Callback functions for any external delegates that it bound to
- Member variables and any internal helper functions
Note: AbilityTasks
can only declare one type of output delegate. All of your output delegates must be of this type, regardless if they use the parameters or not. Pass default values for unused delegate parameters.
AbilityTasks
only run on the Client or Server that is running the owning GameplayAbility
; however, AbilityTasks
can be set to run on simulated clients by setting bSimulatedTask = true;
in the AbilityTask
constructor, overriding virtual void InitSimulatedTask(UGameplayTasksComponent& InGameplayTasksComponent);
, and setting any member variables to be replicated. This is only useful in rare situations like movement AbilityTasks
where you don't want to replicate every movement change but instead simulate the entire movement AbilityTask
. All of the RootMotionSource
AbilityTasks
do this. See AbilityTask_MoveToLocation.h/.cpp
as an example.
AbilityTasks
can Tick
if you set bTickingTask = true;
in the AbilityTask
constructor and override virtual void TickTask(float DeltaTime);
. This is useful when you need to lerp values smoothly across frames. See AbilityTask_MoveToLocation.h/.cpp
as an example.
To create and activate an AbilityTask
in C++ (From GDGA_FireGun.cpp
):
UGDAT_PlayMontageAndWaitForEvent* Task = UGDAT_PlayMontageAndWaitForEvent::PlayMontageAndWaitForEvent(this, NAME_None, MontageToPlay, FGameplayTagContainer(), 1.0f, NAME_None, false, 1.0f);
Task->OnBlendOut.AddDynamic(this, &UGDGA_FireGun::OnCompleted);
Task->OnCompleted.AddDynamic(this, &UGDGA_FireGun::OnCompleted);
Task->OnInterrupted.AddDynamic(this, &UGDGA_FireGun::OnCancelled);
Task->OnCancelled.AddDynamic(this, &UGDGA_FireGun::OnCancelled);
Task->EventReceived.AddDynamic(this, &UGDGA_FireGun::EventReceived);
Task->ReadyForActivation();
In Blueprint, we just use the Blueprint node that we create for the AbilityTask
. We don't have to call ReadyForActivate()
. That is automatically called by Engine/Source/Editor/GameplayTasksEditor/Private/K2Node_LatentGameplayTaskCall.cpp
. K2Node_LatentGameplayTaskCall
also automatically calls BeginSpawningActor()
and FinishSpawningActor()
if they exist in your AbilityTask
class (see AbilityTask_WaitTargetData
). To reiterate, K2Node_LatentGameplayTaskCall
only does automagic sorcery for Blueprint. In C++, we have to manually call ReadyForActivation()
, BeginSpawningActor()
, and FinishSpawningActor()
.
To manually cancel an AbilityTask
, just call EndTask()
on the AbilityTask
object in Blueprint (called Async Task Proxy
) or in C++.
GAS comes with AbilityTasks
for moving Characters
over time for things like knockbacks, complex jumps, pulls, and dashes using Root Motion Sources
hooked into the CharacterMovementComponent
.
Note: Predicting RootMotionSource
AbilityTasks
works up to engine version 4.19 and 4.25+. Prediction is bugged for engine versions 4.20-4.24; however, the AbilityTasks
still perform their function in multiplayer with minor net corrections and work perfectly in single player. It is possible to cherry pick the prediction fix from 4.25 into a custom 4.20-4.24 engine.
GameplayCues
(GC
) execute non-gameplay related things like sound effects, particle effects, camera shakes, etc. GameplayCues
are typically replicated (unless explicitly Executed
, Added
, or Removed
locally) and predicted.
We trigger GameplayCues
by sending a corresponding GameplayTag
with the mandatory parent name of GameplayCue.
and an event type (Execute
, Add
, or Remove
) to the GameplayCueManager
via the ASC
. GameplayCueNotify
objects and other Actors
that implement the IGameplayCueInterface
can subscribe to these events based on the GameplayCue's
GameplayTag
(GameplayCueTag
).
Note: Just to reiterate, GameplayCue
GameplayTags
need to start with the parent GameplayTag
of GameplayCue
. So for example, a valid GameplayCue
GameplayTag
might be GameplayCue.A.B.C
.
There are two classes of GameplayCueNotifies
, Static
and Actor
. They respond to different events and different types of GameplayEffects
can trigger them. Override the corresponding event with your logic.
GameplayCue Class |
Event | GameplayEffect Type |
Description |
---|---|---|---|
GameplayCueNotify_Static |
Execute |
Instant or Periodic |
Static GameplayCueNotifies operate on the ClassDefaultObject (meaning no instances) and are perfect for one-off effects like hit impacts. |
GameplayCueNotify_Actor |
Add or Remove |
Duration or Infinite |
Actor GameplayCueNotifies spawn a new instance when Added . Because these are instanced, they can do actions over time until they are Removed . These are good for looping sounds and particle effects that will be removed when the backing Duration or Infinite GameplayEffect is removed or by manually calling remove. These also come with options to manage how many are allowed to be Added at the same so that multiple applications of the same effect only start the sounds or particles once. |
GameplayCueNotifies
technically can respond to any of the events but this is typically how we use them.
Note: When using GameplayCueNotify_Actor
, check Auto Destroy on Remove
otherwise subsequent calls to Add
that GameplayCueTag
won't work.
When using an ASC
Replication Mode other than Full
, Add
and Remove
GC
events will fire twice on Server players (listen server) - once for applying the GE
and again from the "Minimal" NetMultiCast
to the clients. However, WhileActive
events will still only fire once. All events will only fire once on clients.
The Sample Project includes a GameplayCueNotify_Actor
for stun and sprint effects. It also has a GameplayCueNotify_Static
for the FireGun's projectile impact. These GCs
can be optimized further by triggering them locally instead of replicating them through a GE
. I opted for showing the beginner way of using them in the Sample Project.
From inside of a GameplayEffect
when it is successfully applied (not blocked by tags or immunity), fill in the GameplayTags
of all the GameplayCues
that should be triggered.
UGameplayAbility
offers Blueprint nodes to Execute
, Add
, or Remove
GameplayCues
.
In C++, you can call functions directly on the ASC
(or expose them to Blueprint in your ASC
subclass):
/** GameplayCues can also come on their own. These take an optional effect context to pass through hit result, etc */
void ExecuteGameplayCue(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle());
void ExecuteGameplayCue(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
/** Add a persistent gameplay cue */
void AddGameplayCue(const FGameplayTag GameplayCueTag, FGameplayEffectContextHandle EffectContext = FGameplayEffectContextHandle());
void AddGameplayCue(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
/** Remove a persistent gameplay cue */
void RemoveGameplayCue(const FGameplayTag GameplayCueTag);
/** Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect. */
void RemoveAllGameplayCues();
The exposed functions for firing GameplayCues
from GameplayAbilities
and the ASC
are replicated by default. Each GameplayCue
event is a multicast RPC. This can cause a lot of RPCs. GAS also enforces a maximum of two of the same GameplayCue
RPCs per net update. We avoid this by using local GameplayCues
where we can. Local GameplayCues
only Execute
, Add
, or Remove
on the individual client.
Scenarios where we can use local GameplayCues
:
- Projectile impacts
- Melee collision impacts
GameplayCues
fired from animation montages
Local GameplayCue
functions that you should add to your ASC
subclass:
UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
void ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
void AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
void RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
void UPAAbilitySystemComponent::ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters & GameplayCueParameters)
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(GetOwner(), GameplayCueTag, EGameplayCueEvent::Type::Executed, GameplayCueParameters);
}
void UPAAbilitySystemComponent::AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters & GameplayCueParameters)
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(GetOwner(), GameplayCueTag, EGameplayCueEvent::Type::OnActive, GameplayCueParameters);
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(GetOwner(), GameplayCueTag, EGameplayCueEvent::Type::WhileActive, GameplayCueParameters);
}
void UPAAbilitySystemComponent::RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters & GameplayCueParameters)
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(GetOwner(), GameplayCueTag, EGameplayCueEvent::Type::Removed, GameplayCueParameters);
}
If a GameplayCue
was Added
locally, it should be Removed
locally. If it was Added
via replication, it should be Removed
via replication.
GameplayCues
receive a FGameplayCueParameters
structure containing extra information for the GameplayCue
as a parameter. If you manually trigger the GameplayCue
from a function on the GameplayAbility
or the ASC
, then you must manually fill in the GameplayCueParameters
structure that is passed to the GameplayCue
. If the GameplayCue
is triggered by a GameplayEffect
, then the following variables are automatically filled in on the GameplayCueParameters
structure:
- AggregatedSourceTags
- AggregatedTargetTags
- GameplayEffectLevel
- AbilityLevel
- EffectContext
- Magnitude (if the
GameplayEffect
has anAttribute
for magnitude selected in the dropdown above theGameplayCue
tag container and a correspondingModifier
that affects thatAttribute
)
The SourceObject
variable in the GameplayCueParameters
structure is potentially a good place to pass arbitrary data to the GameplayCue
when triggering the GameplayCue
manually.
Note: Some of the variables in the parameters structure like Instigator
might already exist in the EffectContext
. The EffectContext
can also contain a FHitResult
for location of where to spawn the GameplayCue
in the world. Subclassing EffectContext
is potentially a good way to pass more data to GameplayCues
, especially those triggered by a GameplayEffect
.
See the 3 functions in UAbilitySystemGlobals
that populate the GameplayCueParameters
structure for more information. They are virtual so you can override them to autopopulate more information.
/** Initialize GameplayCue Parameters */
virtual void InitGameplayCueParameters(FGameplayCueParameters& CueParameters, const FGameplayEffectSpecForRPC &Spec);
virtual void InitGameplayCueParameters_GESpec(FGameplayCueParameters& CueParameters, const FGameplayEffectSpec &Spec);
virtual void InitGameplayCueParameters(FGameplayCueParameters& CueParameters, const FGameplayEffectContextHandle& EffectContext);
By default, the GameplayCueManager
will scan the entire game directory for GameplayCueNotifies
and load them into memory on play. We can change the path where the GameplayCueManager
scans by setting it in the DefaultGame.ini
.
[/Script/GameplayAbilities.AbilitySystemGlobals]
GameplayCueNotifyPaths="/Game/GASDocumentation/Characters"
We do want the GameplayCueManager
to scan and find all of the GameplayCueNotifies
; however, we don't want it to async load every single one on play. This will put every GameplayCueNotify
and all of their referenced sounds and particles into memory regardless if they're even used in a level. In a large game like Paragon, this can be hundreds of megabytes of unneeded assets in memory and cause hitching and game freezes on startup.
An alternative to async loading every GameplayCue
on startup is to only async load GameplayCues
as they're triggered in-game. This mitigates the unnecessary memory usage and potential game hard freezes while async loading every GameplayCue
in exchange for potentially delayed effects for the first time that a specific GameplayCue
is triggered during play. This potential delay is nonexistent for SSDs. I have not tested on a HDD. If using this option in the UE Editor, there may be slight hitches or freezes during the first load of GameplayCues if the Editor needs to compile particle systems. This is not an issue in builds as the particle systems will already be compiled.
First we must subclass UGameplayCueManager
and tell the AbilitySystemGlobals
class to use our UGameplayCueManager
subclass in DefaultGame.ini
.
[/Script/GameplayAbilities.AbilitySystemGlobals]
GlobalGameplayCueManagerClass="/Script/ParagonAssets.PBGameplayCueManager"
In our UGameplayCueManager
subclass, override ShouldAsyncLoadRuntimeObjectLibraries()
.
virtual bool ShouldAsyncLoadRuntimeObjectLibraries() const override
{
return false;
}
Sometimes we don't want GameplayCues
to fire. For example if we block an attack, we may not want to play the hit impact attached to the damage GameplayEffect
or play a custom one instead. We can do this inside of GameplayEffectExecutionCalculations
by calling OutExecutionOutput.MarkGameplayCuesHandledManually()
and then manually sending our GameplayCue
event to the Target
or Source's
ASC
.
If you never want any GameplayCues
to fire on a specific ASC
, you can set AbilitySystemComponent->bSuppressGameplayCues = true;
.
Each GameplayCue
triggered is an unreliable NetMulticast RPC. In situations where we fire multiple GCs
at the same time, there are a few optimization methods to condense them down into one RPC or save bandwidth by sending less data.
Say you have a shotgun that shoots eight pellets. That's eight trace and impact GameplayCues
. GASShooter takes the lazy approach of combining them into one RPC by stashing all of the trace information into the EffectContext
as TargetData
. While this reduces the RPCs from eight to one, it still sends a lot of data over the network in that one RPC (~500 bytes). A more optimized approach is to send an RPC with a custom struct where you efficiently encode the hit locations or maybe you give it a random seed number to recreate/approximate the impact locations on the receiving side. The clients would then unpack this custom struct and turn back into locally executed GameplayCues
.
How this works:
- Declare a
FScopedGameplayCueSendContext
. This suppressesUGameplayCueManager::FlushPendingCues()
until it falls out of scope, meaning allGameplayCues
will be queued up until theFScopedGameplayCueSendContext
falls out of scope. - Override
UGameplayCueManager::FlushPendingCues()
to mergeGameplayCues
that can be batched together based on some customGameplayTag
into your custom struct and RPC it to clients. - Clients receive the custom struct and unpack it into locally executed
GameplayCues
.
This method can also be used when you need specific parameters for your GameplayCues
that don't fit with what GameplayCueParameters
offer and you don't want to add them to the EffectContext
like damage numbers, crit indicator, broken shield indicator, was fatal hit indicator, etc.
All of the GameplayCues
on a GameplayEffect
are sent in one RPC already. By default, UGameplayCueManager::InvokeGameplayCueAddedAndWhileActive_FromSpec()
will send the whole GameplayEffectSpec
(but converted to FGameplayEffectSpecForRPC
) in the unreliable NetMulticast regardless of the ASC
's Replication Mode
. This could potentially be a lot of bandwidth depending on what is in the GameplayEffectSpec
. We can potentially optimize this by setting the cvar AbilitySystem.AlwaysConvertGESpecToGCParams 1
. This will convert GameplayEffectSpecs
to FGameplayCueParameter
structures and RPC those instead of the whole FGameplayEffectSpecForRPC
. This potentially saves bandwidth but also has less information, depending on how the GESpec
is converted to GameplayCueParameters
and what your GCs
need to know.
GameplayCues
respond to specific EGameplayCueEvents
:
EGameplayCueEvent |
Description |
---|---|
OnActive |
Called when a GameplayCue is activated (added). |
WhileActive |
Called when GameplayCue is active, even if it wasn't actually just applied (Join in progress, etc). This is not Tick ! It's called once just like OnActive when a GameplayCueNotify_Actor is added or becomes relevant. If you need Tick() , just use the GameplayCueNotify_Actor 's Tick() . It's an AActor after all. |
Removed |
Called when a GameplayCue is removed. The Blueprint GameplayCue function that responds to this event is OnRemove . |
Executed |
Called when a GameplayCue is executed: instant effects or periodic Tick() . The Blueprint GameplayCue function that responds to this event is OnExecute . |
Use OnActive
for anything in your GameplayCue
that happen at the start of the GameplayCue
but is okay if late joiners miss. Use WhileActive
for ongoing effects in the GameplayCue
that you would want late joiners to see. For example, if you have a GameplayCue
for a tower structure in a MOBA exploding, you would put the initial explosion particle system and explosion sound in OnActive
and you would put any residual ongoing fire particles or sounds in the WhileActive
. In this scenario, it wouldn't make sense for late joiners to replay the initial explosion from OnActive
, but you would want them to see the persistent, looping fire effects on the ground after the explosion happened from WhileActive
. OnRemove
should clean up anything added in OnActive
and WhileActive
. WhileActive
will be called every time an Actor enters the relevancy range of a GameplayCueNotify_Actor
. OnRemove
will be called every time an Actor leaves relevancy range of a GameplayCueNotify_Actor
.
GameplayCues
in general should be considered unreliable and thus unsuited for anything that directly affects gameplay.
Executed GameplayCues
: These GameplayCues
are applied via unreliable multicasts and are always unreliable.
GameplayCues
applied from GameplayEffects
:
- Autonomous proxy reliably receives
OnActive
,WhileActive
, andOnRemove
FActiveGameplayEffectsContainer::NetDeltaSerialize()
callsUAbilitySystemComponent::HandleDeferredGameplayCues()
to callOnActive
andWhileActive
.FActiveGameplayEffectsContainer::RemoveActiveGameplayEffectGrantedTagsAndModifiers()
makes the call toOnRemoved
. - Simulated proxies reliably receive
WhileActive
andOnRemove
UAbilitySystemComponent::MinimalReplicationGameplayCues
's replication callsWhileActive
andOnRemove
. TheOnActive
event is called by an unreliable multicast.
GameplayCues
applied without a GameplayEffect
:
- Autonomous proxy reliably receives
OnRemove
TheOnActive
andWhileActive
events are called by an unreliable multicast. - Simulated proxies reliably receive
WhileActive
andOnRemove
UAbilitySystemComponent::MinimalReplicationGameplayCues
's replication callsWhileActive
andOnRemove
. TheOnActive
event is called by an unreliable multicast.
If you need something in a GameplayCue
to be 'reliable', then apply it from a GameplayEffect
and use WhileActive
to add the FX and OnRemove
to remove the FX.
The AbilitySystemGlobals
class holds global information about GAS. Most of the variables can be set from the DefaultGame.ini
. Generally you won't have to interact with this class, but you should be aware of its existence. If you need to subclass things like the GameplayCueManager
or the GameplayEffectContext
, you have to do that through the AbilitySystemGlobals
.
To subclass AbilitySystemGlobals
, set the class name in the DefaultGame.ini
:
[/Script/GameplayAbilities.AbilitySystemGlobals]
AbilitySystemGlobalsClassName="/Script/ParagonAssets.PAAbilitySystemGlobals"
Starting in UE 4.24, it is now necessary to call UAbilitySystemGlobals::Get().InitGlobalData()
to use TargetData
, otherwise you will get errors related to ScriptStructCache
and clients will be disconnected from the server. This function only needs to be called once in a project. Fortnite calls it from UAssetManager::StartInitialLoading()
and Paragon called it from UEngine::Init()
. I find that putting it in UAssetManager::StartInitialLoading()
is a good place as shown in the Sample Project. I would consider this boilerplate code that you should copy into your project to avoid issues with TargetData
.
If you run into a crash while using the AbilitySystemGlobals
GlobalAttributeSetDefaultsTableNames
, you may need to call UAbilitySystemGlobals::Get().InitGlobalData()
later like Fortnite in the AssetManager
or in the GameInstance
.
GAS comes out of the box with support for client-side prediction; however, it does not predict everything. Client-side prediction in GAS means that the client does not have to wait for the server's permission to activate a GameplayAbility
and apply GameplayEffects
. It can "predict" the server giving it permission to do this and predict the targets that it would apply GameplayEffects
to. The server then runs the GameplayAbility
network latency-time after the client activates and tells the client if he was correct or not in his predictions. If the client was wrong in any of his predictions, he will "roll back" his changes from his "mispredictions" to match the server.
The definitive source for GAS-related prediction is GameplayPrediction.h
in the plugin source code.
Epic's mindset is to only predict what you "can get away with". For example, Paragon and Fortnite do not predict damage. Most likely they use ExecutionCalculations
for their damage which cannot be predicted anyway. This is not to say that you can't try to predict certain things like damage. By all means if you do it and it works well for you then that's great.
... we are also not all in on a "predict everything: seamlessly and automatically" solution. We still feel player prediction is best kept to a minimum (meaning: predict the minimum amount of stuff you can get away with).
Dave Ratti from Epic's comment from the new Network Prediction Plugin
What is predicted:
- Ability activation
- Triggered Events
- GameplayEffect application:
- Attribute modification (EXCEPTIONS: Executions do not currently predict, only attribute modifiers)
- GameplayTag modification
- Gameplay Cue events (both from within predictive gameplay effect and on their own)
- Montages
- Movement (built into UE4 UCharacterMovement)
What is not predicted:
- GameplayEffect removal
- GameplayEffect periodic effects (dots ticking)
From GameplayPrediction.h
While we can predict GameplayEffect
application, we cannot predict GameplayEffect
removal. One way that we can work around this limitation is to predict the inverse effect when we want to remove a GameplayEffect
. Say we predict a movement speed slow of 40%. We can predictively remove it by applying a movement speed buff of 40%. Then remove both GameplayEffects
at the same time. This is not appropriate for every scenario and support for predicting GameplayEffect
removal is still needed. Dave Ratti from Epic has expressed desire to add it to a future iteration of GAS.
Because we cannot predict the removal of GameplayEffects
, we cannot fully predict GameplayAbility
cooldowns and there is no inverse GameplayEffect
workaround for them. The server's replicated Cooldown GE
will exist on the client and any attempts to bypass this (with Minimal
replication mode for example) will be rejected by the server. This means clients with higher latencies take longer to tell the server to go on cooldown and to receive the removal of the server's Cooldown GE
. This means players with higher latencies will have a lower rate of fire than players with lower latencies, giving them a disadvantage against lower latency players. Fortnite avoids this issue by using custom bookkeeping instead of Cooldown GEs
.
Regarding predicting damage, I personally do not recommend it despite it being one of the first things that most people try when starting with GAS. I especially do not recommend trying to predict death. While you can predict damage, doing so is tricky. If you mispredict applying damage, the player will see the enemy's health jump back up. This can be especially awkward and frustrating if you try to predict death. Say you mispredict a Character's
death and it starts ragdolling only to stop ragdolling and continue shooting at you when the server corrects it.
Note: Instant
GameplayEffects
(like Cost GEs
) that change Attributes
can be predicted on yourself seamlessly, predicting Instant
Attribute
changes to other characters will show a brief anomaly or "blip" in their Attributes
. Predicted Instant
GameplayEffects
are actually treated like Infinite
GameplayEffects
so that they can be rolled back if mispredicted. When the server's GameplayEffect
is applied, there potentially exists two of the same GameplayEffect's
causing the Modifier
to be applied twice or not at all for a brief moment. It will eventually correct itself but sometimes the blip is noticeable to players.
Problems that GAS's prediction implementation is trying to solve:
- "Can I do this?" Basic protocol for prediction.
- "Undo" How to undo side effects when a prediction fails.
- "Redo" How to avoid replaying side effects that we predicted locally but that also get replicated from the server.
- "Completeness" How to be sure we /really/ predicted all side effects.
- "Dependencies" How to manage dependent prediction and chains of predicted events.
- "Override" How to override state predictively that is otherwise replicated/owned by the server.
From GameplayPrediction.h
GAS's prediction works on the concept of a Prediction Key
which is an integer identifier that the client generates when he activates a GameplayAbility
.
-
Client generates a prediction key when it activates a
GameplayAbility. This is the
Activation Prediction Key`. -
Client sends this prediction key to the server with
CallServerTryActivateAbility()
. -
Client adds this prediction key to all
GameplayEffects
that it applies while the prediction key is valid. -
Client's prediction key falls out of scope. Further predicted effects in the same
GameplayAbility
need a new Scoped Prediction Window. -
Server receives the prediction key from the client.
-
Server adds this prediction key to all
GameplayEffects
that it applies. -
Server replicates the prediction key back to the client.
-
Client receives replicated
GameplayEffects
from the server with the prediction key used to apply them. If any of the replicatedGameplayEffects
match theGameplayEffects
that the client applied with the same prediction key, they were predicted correctly. There will temporarily be two copies of theGameplayEffect
on the target until the client removes its predicted one. -
Client receives the prediction key back from the server. This is the
Replicated Prediction Key
. This prediction key is now marked stale. -
Client removes all
GameplayEffects
that it created with the now stale replicated prediction key.GameplayEffects
replicated by the server will persist. AnyGameplayEffects
that the client added and didn't receive a matching replicated version from the server were mispredicted.
Prediction keys are guaranteed to be valid during an atomic grouping of instructions "window" in GameplayAbilities
starting with Activation
from the activation prediction key. You can think of this as being only valid during one frame. Any callbacks from latent action AbilityTasks
will no longer have a valid prediction key unless the AbilityTask
has a built-in Synch Point which generates a new Scoped Prediction Window.
To predict more actions in callbacks from AbilityTasks
, we need to create a new Scoped Prediction Window with a new Scoped Prediction Key. This is sometimes referred to as a Synch Point between the client and server. Some AbilityTasks
like all of the input related ones come with built-in functionality to create a new scoped prediction window, meaning atomic code in the AbilityTasks'
callbacks have a valid scoped prediction key to use. Other tasks like the WaitDelay
task do not have built-in code to create a new scoped prediction window for its callback. If you need to predict actions after an AbilityTask
that does not have built-in code to create a scoped prediction window like WaitDelay
, we must manually do that using the WaitNetSync
AbilityTask
with the option OnlyServerWait
. When the client hits a WaitNetSync
with OnlyServerWait
, it generates a new scoped prediction key based on the GameplayAbility's
activation prediction key, RPCs it to the server, and adds it to any new GameplayEffects
that it applies. When the server hits a WaitNetSync
with OnlyServerWait
, it waits until it receives the new scoped prediction key from the client before continuing. This scoped prediction key does the same dance as activation prediction keys - applied to GameplayEffects
and replicated back to clients to be marked stale. The scoped prediction key is valid until it falls out of scope, meaning the scoped prediction window has closed. So again, only atomic operations, nothing latent, can use the new scoped prediction key.
You can create as many scoped prediction windows as you need.
If you would like to add the synch point functionality to your own custom AbilityTasks
, look at how the input ones essentially inject the WaitNetSync
AbilityTask
code into them.
Note: When using WaitNetSync
, this does block the server's GameplayAbility
from continuing execution until it hears from the client. This could potentially be abused by malicious users who hack the game and intentionally delay sending their new scoped prediction key. While Epic uses the WaitNetSync
sparingly, it recommends potentially building a new version of the AbilityTask
with a delay that automatically continues without the client if this is a concern for you.
The Sample Project uses WaitNetSync
in the Sprint GameplayAbility
to create a new scoped prediction window every time we apply the stamina cost so that we can predict it. Ideally we want a valid prediction key when applying costs and cooldowns.
If you have a predicted GameplayEffect
that is playing twice on the owning client, your prediction key is stale and you're experiencing the "redo" problem. You can usually solve this by putting a WaitNetSync
AbilityTask
with OnlyServerWait
right before you apply the GameplayEffect
to create a new scoped prediction key.
Spawning Actors
predictively on clients is an advanced topic. GAS does not provide functionality to handle this out of the box (the SpawnActor
AbilityTask
only spawns the Actor
on the server). The key concept is to spawn a replicated Actor
on both the client and the server.
If the Actor
is just cosmetic or doesn't serve any gameplay purpose, the simple solution is to override the Actor's
IsNetRelevantFor()
function to restrict the server from replicating to the owning client. The owning client would have his locally spawned version and the server and other clients would have the server's replicated version.
bool APAReplicatedActorExceptOwner::IsNetRelevantFor(const AActor * RealViewer, const AActor * ViewTarget, const FVector & SrcLocation) const
{
return !IsOwnedBy(ViewTarget);
}
If the spawned Actor
affects gameplay like a projectile that needs to predict damage, then you need advanced logic that is outside of the scope of this documentation. Look at how UnrealTournament predictively spawns projectiles on Epic Games' GitHub. They have a dummy projectile spawned only on the owning client that synchs up with the server's replicated projectile.
GameplayPrediction.h
states in the future they could potentially add functionality for predicting GameplayEffect
removal and periodic GameplayEffects
.
Dave Ratti from Epic has expressed interest in fixing the latency reconciliation
problem for predicting cooldowns, disadvantaging players with higher latencies versus players with lower latencies.
The new Network Prediction
plugin by Epic is expected to be fully interoperable with the GAS like the CharacterMovementComponent
was before it.
Epic recently started an initiative to replace the CharacterMovementComponent
with a new Network Prediction
plugin. This plugin is still in its very early stages but is available to very early access on the Unreal Engine GitHub. It's too soon to tell which future version of the Engine that it will make its experimental beta debut in.
FGameplayAbilityTargetData
is a generic structure for targeting data meant to be passed across the network. TargetData
will typically hold AActor
/UObject
references, FHitResults
, and other generic location/direction/origin information. However, you can subclass it to put essentially anything that you want inside of them as a simple means to pass data between the client and server in GameplayAbilities
. The base struct FGameplayAbilityTargetData
is not meant to be used directly but instead subclassed. GAS
comes with a few subclassed FGameplayAbilityTargetData
structs out of the box located in GameplayAbilityTargetTypes.h
.
TargetData
is typically produced by Target Actors
or created manually and consumed by AbilityTasks
and GameplayEffects
via the EffectContext
. As a result of being in the EffectContext
, Executions
, MMCs
, GameplayCues
, and the functions on the backend of the AttributeSet
can access the TargetData
.
We don't typically pass around the FGameplayAbilityTargetData
directly, instead we use a FGameplayAbilityTargetDataHandle
which has an internal TArray of pointers to FGameplayAbilityTargetData
. This intermediate struct provides support for polymorphism of the TargetData
.
GameplayAbilities
spawn TargetActors
with the WaitTargetData
AbilityTask
to visualize and capture targeting information from the world. TargetActors
may optionally use GameplayAbilityWorldReticles
to display current targets. Upon confirmation, the targeting information is returned as TargetData
which can then be passed into GameplayEffects
.
TargetActors
are based on AActor
so they can have any kind of visible component to represent where and how they are targeting such as static meshes or decals. Static meshes may be used to visualize placement of an object that your character will build. Decals may be used to show an area of effect on the ground. The Sample Project uses AGameplayAbilityTargetActor_GroundTrace
with a decal on the ground to represent the damage area of effect for the Meteor ability. They also don't need to display anything either. For example it wouldn't make sense to display anything for a hitscan gun that instantly traces a line to its target as used in GASShooter.
They capture targeting information using basic traces or collision overlaps and convert the results as FHitResults
or AActor
arrays to TargetData
depending on the TargetActor
implementation. The WaitTargetData
AbilityTask
determines when the targets are confirmed through its TEnumAsByte<EGameplayTargetingConfirmation::Type> ConfirmationType
parameter. When not using TEnumAsByte<EGameplayTargetingConfirmation::Type::Instant
, the TargetActor
typically performs the trace/overlap on Tick()
and updates its location to the FHitResult
depending on its implementation. While this performs a trace/overlap on Tick()
, it's generally not terrible since it's not replicated and you typically don't have more than one (although you could have more) TargetActor
running at a time. Just be aware that it uses Tick()
and some complex TargetActors
might do a lot on it like the rocket launcher's secondary ability in GASShooter. While tracing on Tick()
is very responsive to the client, you may consider lowering the tick rate on the TargetActor
if the performance hit is too much. In the case of TEnumAsByte<EGameplayTargetingConfirmation::Type::Instant
, the TargetActor
immediately spawns, produces TargetData
, and destroys. Tick()
is never called.
EGameplayTargetingConfirmation::Type |
When targets are confirmed |
---|---|
Instant |
The targeting happens instantly without special logic or user input deciding when to 'fire'. |
UserConfirmed |
The targeting happens when the user confirms the targeting when the ability is bound to a Confirm input or by calling UAbilitySystemComponent::TargetConfirm() . The TargetActor will also respond to a bound Cancel input or call to UAbilitySystemComponent::TargetCancel() to cancel targeting. |
Custom |
The GameplayTargeting Ability is responsible for deciding when the targeting data is ready by calling UGameplayAbility::ConfirmTaskByInstanceName() . The TargetActor will also respond to UGameplayAbility::CancelTaskByInstanceName() to cancel targeting. |
CustomMulti |
The GameplayTargeting Ability is responsible for deciding when the targeting data is ready by calling UGameplayAbility::ConfirmTaskByInstanceName() . The TargetActor will also respond to UGameplayAbility::CancelTaskByInstanceName() to cancel targeting. Should not end the AbilityTask upon data production. |
Not every EGameplayTargetingConfirmation::Type is supported by every TargetActor
. For example, AGameplayAbilityTargetActor_GroundTrace
does not support Instant
confirmation.
The WaitTargetData
AbilityTask
takes in a AGameplayAbilityTargetActor
class as a parameter and will spawn an instance on each activation of the AbilityTask
and will destroy the TargetActor
when the AbilityTask
ends. The WaitTargetDataUsingActor
AbilityTask
takes in an already spawned TargetActor
, but still destroys it when the AbilityTask
ends. Both of these AbilityTasks
are inefficient in that they either spawn or require a newly spawned TargetActor
for each use. They're great for prototyping, but in production you might explore optimizing it if you have cases where you are constantly producing TargetData
like in the case of an automatic rifle. GASShooter has a custom subclass of AGameplayAbilityTargetActor
and a new WaitTargetDataWithReusableActor
AbilityTask
written from scratch that allows you to reuse a TargetActor
without destroying it.
TargetActors
are not replicated by default; however, they can be made to replicate if that makes sense in your game to show other players where the local player is targeting. They do include default functionality to communicate with the server via RPCs on the WaitTargetData
AbilityTask
. If the TargetActor
's ShouldProduceTargetDataOnServer
property is set to false
, then the client will RPC its TargetData
to the server on confirmation via CallServerSetReplicatedTargetData()
in UAbilityTask_WaitTargetData::OnTargetDataReadyCallback()
. If ShouldProduceTargetDataOnServer
is true
, the client will send a generic confirm event, EAbilityGenericReplicatedEvent::GenericConfirm
, RPC to the server in UAbilityTask_WaitTargetData::OnTargetDataReadyCallback()
and the server will do the trace or overlap check upon receiving the RPC to produce data on the server. If the client cancels the targeting, it will send a generic cancel event, EAbilityGenericReplicatedEvent::GenericCancel
, RPC to the server in UAbilityTask_WaitTargetData::OnTargetDataCancelledCallback
. As you can see, there are a lot of delegates on both the TargetActor
and the WaitTargetData
AbilityTask
. The TargetActor
responds to inputs to produce and broadcast TargetData
ready, confirm, or cancel delegates. WaitTargetData
listens to the TargetActor
's TargetData
ready, confirm, and cancel delegates and relays that information back to the GameplayAbility
and to the server. If you send TargetData
to the server, you may want to do validation on the server to make sure the TargetData
looks reasonable to prevent cheating. Producing the TargetData
directly on the server avoids this issue entirely, but will potentially lead to mispredictions for the owning client.
Depending on the particular subclass of AGameplayAbilityTargetActor
that you use, different ExposeOnSpawn
parameters will be exposed on the WaitTargetData
AbilityTask
node. Some common parameters include:
Common TargetActor Parameters |
Definition |
---|---|
Debug | If true , it will draw debug tracing/overlapping information whenever the TargetActor performs a trace in non-shipping builds. Remember, non-Instant TargetActors will perform a trace on Tick() so these debug draw calls will also happen on Tick() . |
Filter | [Optional] A special struct for filtering out (removing) Actors from the targets when the trace/overlap happens. Typical use cases are to filter out the player's Pawn , require targets be of a specific class. See Target Data Filters for more advanced use cases. |
Reticle Class | [Optional] Subclass of AGameplayAbilityWorldReticle that the TargetActor will spawn. |
Reticle Parameters | [Optional] Configure your Reticles. See Reticles. |
Start Location | A special struct for where tracing should start from. Typically this will be the player's viewpoint, a weapon muzzle, or the Pawn 's location. |
With the default TargetActor
classes, Actors
are only valid targets when they are directly in the trace/overlap. If they leave the trace/overlap (they move or you look away), they are no longer valid. If you want the TargetActor
to remember the last valid target(s), you will need to add this functionality to a custom TargetActor
class. I refer to these as persistent targets as they will persist until the TargetActor
receives confirmation or cancellation, the TargetActor
finds a new valid target in its trace/overlap, or the target is no longer valid (destroyed). GASShooter uses persistent targets for its rocket launcher's secondary ability's homing rockets targeting.
Using both the Make GameplayTargetDataFilter
and Make Filter Handle
nodes, you can filter out the player's Pawn
or select only a specific class. If you need more advanced filtering, you can subclass FGameplayTargetDataFilter
and override the FilterPassesForActor
function.
USTRUCT(BlueprintType)
struct GASDOCUMENTATION_API FGDNameTargetDataFilter : public FGameplayTargetDataFilter
{
GENERATED_BODY()
/** Returns true if the actor passes the filter and will be targeted */
virtual bool FilterPassesForActor(const AActor* ActorToBeFiltered) const override;
};
However, this will not work directly into the Wait Target Data
node as it requires a FGameplayTargetDataFilterHandle
. A new custom Make Filter Handle
must be made to accept the subclass:
FGameplayTargetDataFilterHandle UGDTargetDataFilterBlueprintLibrary::MakeGDNameFilterHandle(FGDNameTargetDataFilter Filter, AActor* FilterActor)
{
FGameplayTargetDataFilter* NewFilter = new FGDNameTargetDataFilter(Filter);
NewFilter->InitializeFilterContext(FilterActor);
FGameplayTargetDataFilterHandle FilterHandle;
FilterHandle.Filter = TSharedPtr<FGameplayTargetDataFilter>(NewFilter);
return FilterHandle;
}
AGameplayAbilityWorldReticles
(Reticles
) visualize who you are targeting when targeting with non-Instant
confirmed TargetActors
. TargetActors
are responsible for the spawn and destroy lifetimes for all Reticles
. Reticles
are AActors
so they can use any kind of visual component for representation. A common implementation as seen in GASShooter is to use a WidgetComponent
to display a UMG Widget in screen space (always facing the player's camera). Reticles
do not know which AActor
that they're on, but you could subclass in that functionality on a custom TargetActor
. TargetActors
will typically update the Reticle
's location to the target's location on every Tick()
.
GASShooter uses Reticles
to show locked-on targets for the rocket launcher's secondary ability's homing rockets. The red indicator on the enemy is the Reticle
. The similar white image is the rocket launcher's crosshair.
Reticles
come with a handful of BlueprintImplementableEvents
for designers (they're intended to be developed in Blueprints):
/** Called whenever bIsTargetValid changes value. */
UFUNCTION(BlueprintImplementableEvent, Category = Reticle)
void OnValidTargetChanged(bool bNewValue);
/** Called whenever bIsTargetAnActor changes value. */
UFUNCTION(BlueprintImplementableEvent, Category = Reticle)
void OnTargetingAnActor(bool bNewValue);
UFUNCTION(BlueprintImplementableEvent, Category = Reticle)
void OnParametersInitialized();
UFUNCTION(BlueprintImplementableEvent, Category = Reticle)
void SetReticleMaterialParamFloat(FName ParamName, float value);
UFUNCTION(BlueprintImplementableEvent, Category = Reticle)
void SetReticleMaterialParamVector(FName ParamName, FVector value);
Reticles
can optionally use FWorldReticleParameters
provided by the TargetActor
for configuration. The default struct only provides one variable FVector AOEScale
. While you can technically subclass this struct, the TargetActor
will only accept the base struct. It seems a little short-sighted to not allow this to be subclassed with default TargetActors
. However, if you make your own custom TargetActor
, you can provide your own custom reticle parameters struct and manually pass it to your subclass of AGameplayAbilityWorldReticles
when you spawn them.
Reticles
are not replicated by default, but can be made replicated if it makes sense for your game to show other players who the local player is targeting.
Reticles
will only display on the current valid target with the default TargetActors
. For example, if you're using a AGameplayAbilityTargetActor_SingleLineTrace
to trace for a target, the Reticle
will only appear when the enemy is directly in the trace path. If you look away, the enemy is no longer a valid target and the Reticle
will disappear. If you want the Reticle
to stay on the last valid target, you will want to customize your TargetActor
to remember the last valid target and keep the Reticle
on them. I refer to these as persistent targets as they will persist until the TargetActor
receives confirmation or cancellation, the TargetActor
finds a new valid target in its trace/overlap, or the target is no longer valid (destroyed). GASShooter uses persistent targets for its rocket launcher's secondary ability's homing rockets targeting.
GameplayEffectContainers
come with an optional, efficient means of producing TargetData
. This targeting takes places instantly when the EffectContainer
is applied on the client and the server. It's more efficient than TargetActors
because it runs on the CDO of the targeting object (no spawning and destroying of Actors
), but it lacks player input, happens instantly without needing confirmation, cannot be canceled, and cannot send data from the client to the server (produces data on both). It works well for instant traces and collision overlaps. Epic's Action RPG Sample Project includes two example types of targeting with its containers - target the ability owner and pull TargetData
from an event. It also implements one in Blueprint to do instant sphere traces at some offset (set by child Blueprint classes) from the player. You can subclass URPGTargetType
in C++ or Blueprint to make your own targeting types.
Typically with stuns, we want to cancel all of a Character's
active GameplayAbilities
, prevent new GameplayAbility
activations, and prevent movement throughout the duration of the stun. The Sample Project's Meteor GameplayAbility
applies a stun on hit targets.
To cancel the target's active GameplayAbilities
, we call AbilitySystemComponent->CancelAbilities()
when the stun GameplayTag
is added.
To prevent new GameplayAbilities
from activating while stunned, the GameplayAbilities
are given the stun GameplayTag
in their Activation Blocked Tags
GameplayTagContainer
.
To prevent movement while stunned, we override the CharacterMovementComponent's
GetMaxSpeed()
function to return 0 when the owner has the stun GameplayTag
.
The Sample Project provides an example of how to sprint - run faster while Left Shift
is held down.
The faster movement is handled predictively by the CharacterMovementComponent
by sending a flag over the network to the server. See GDCharacterMovementComponent.h/cpp
for details.
The GA
handles responding to the Left Shift
input, tells the CMC
to begin and stop sprinting, and to predictively charge stamina while Left Shift
is pressed. See GA_Sprint_BP
for details.
The Sample Project handles this the exact same way as sprinting but decreasing the movement speed instead of increasing it.
See GDCharacterMovementComponent.h/cpp
for details on predictively decreasing the movement speed.
See GA_AimDownSight_BP
for details on handling the input. There is no stamina cost for aiming down sights.
I handle lifesteal inside of the damage ExecutionCalculation
. The GameplayEffect
will have a GameplayTag
on it like Effect.CanLifesteal
. The ExecutionCalculation
checks if the GameplayEffectSpec
has that Effect.CanLifesteal
GameplayTag
. If the GameplayTag
exists, the ExecutionCalculation
creates a dynamic Instant
GameplayEffect
with the amount of health to give as the modifier and applies it back to the Source's
ASC
.
if (SpecAssetTags.HasTag(FGameplayTag::RequestGameplayTag(FName("Effect.Damage.CanLifesteal"))))
{
float Lifesteal = Damage * LifestealPercent;
UGameplayEffect* GELifesteal = NewObject<UGameplayEffect>(GetTransientPackage(), FName(TEXT("Lifesteal")));
GELifesteal->DurationPolicy = EGameplayEffectDurationType::Instant;
int32 Idx = GELifesteal->Modifiers.Num();
GELifesteal->Modifiers.SetNum(Idx + 1);
FGameplayModifierInfo& Info = GELifesteal->Modifiers[Idx];
Info.ModifierMagnitude = FScalableFloat(Lifesteal);
Info.ModifierOp = EGameplayModOp::Additive;
Info.Attribute = UPAAttributeSetBase::GetHealthAttribute();
SourceAbilitySystemComponent->ApplyGameplayEffectToSelf(GELifesteal, 1.0f, SourceAbilitySystemComponent->MakeEffectContext());
}
Sometimes you need to generate a "random" number inside of a GameplayAbility
for things like bullet recoil or spread. The client and the server will both want to generate the same random numbers. To do this, we must set the random seed
to be the same at the time of GameplayAbility
activation. You will want to set the random seed
each time you activate the GameplayAbility
in case the client mispredicts activation and its random number sequence becomes out of synch with the server's.
Seed Setting Method | Description |
---|---|
Use the activation prediction key | The GameplayAbility activation prediction key is an int16 guaranteed to be synchronized and available in both the client and server in the Activation() . You can set this as the random seed on both the client and the server. The downside to this method is that the prediction key always starts at zero each time the game starts and consistently increments the value to use between generating keys. This means each match will have the exact same random number sequence. This may or may not be random enough for your needs. |
Send a seed through an event payload when you activate the GameplayAbility |
Activate your GameplayAbility by event and send the randomly generated seed from the client to the server via the replicated event payload. This allows for more randomness but the client could easily hack their game to only send the same seed value every time. Also activating GameplayAbilities by event will prevent them from activating from the input bind. |
If your random deviation is small, most players won't notice that the sequence is the same every game and using the activation prediction key as the random seed
should work for you. If you're doing something more complex that needs to be hacker proof, perhaps using a Server Initiated
GameplayAbility
would work better where the server can create the prediction key or generate the random seed
to send via an event payload.
I handle critical hits inside of the damage ExecutionCalculation
. The GameplayEffect
will have a GameplayTag
on it like Effect.CanCrit
. The ExecutionCalculation
checks if the GameplayEffectSpec
has that Effect.CanCrit
GameplayTag
. If the GameplayTag
exists, the ExecutionCalculation
generates a random number corresponding to the critical hit chance (Attribute
captured from the Source
) and adds the critical hit damage (also an Attribute
captured from the Source
) if it succeeded. Since I don't predict damage, I don't have to worry about synchronizing the random number generators on the client and server since the ExecutionCalculation
will only run on the server. If you tried to do this predictively using an MMC
to do your damage calculation, you would have to get a reference to the random seed
from the GameplayEffectSpec->GameplayEffectContext->GameplayAbilityInstance
.
See how GASShooter does headshots. It's the same concept except that it does not rely on a random number for chance and instead checks the FHitResult
bone name.
Slow effects in Paragon did not stack. Each slow instance applied and kept track of their lifetimes as normal, but only the greatest magnitude slow effect actually affected the Character
. GAS provides for this scenario out of the box with AggregatorEvaluateMetaData
. See AggregatorEvaluateMetaData()
for details and implementation.
If you need to pause the game while waiting to generate TargetData
from a WaitTargetData
AbilityTask
from your player, I suggest instead of pausing to use slomo 0
.
GASShooter implements a one button interaction system where the player can press or hold 'E' to interact with interactable objects like reviving a player, opening a weapon chest, and opening or closing a sliding door.
Often when debugging GAS related issues, you want to know things like:
- "What are the values of my attributes?"
- "What gameplay tags do I have?"
- "What gameplay effects do I currently have?"
- "What abilities do I have granted, which ones are running, and which ones are blocked from activating?".
GAS comes with two techniques for answering these questions at runtime - showdebug abilitysystem
and hooks in the GameplayDebugger
.
Tip: UE4 likes to optimize C++ code which makes it hard to debug some functions. You will encounter this rarely when tracing deep into your code. If setting your Visual Studio solution configuration to DebugGame Editor
still prevents tracing code or inspecting variables, you can disable all optimizations by wrapping the optimized function with the PRAGMA_DISABLE_OPTIMIZATION_ACTUAL
and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL
macros. This cannot be used on the plugin code unless you rebuild the plugin from source. This may or may not work on inline functions depending on what they do and where they are. Be sure to remove the macros when you're done debugging!
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL
void MyClass::MyFunction(int32 MyIntParameter)
{
// My code
}
PRAGMA_ENABLE_OPTIMIZATION_ACTUAL
Type showdebug abilitysystem
in the in-game console. This feature is split into three "pages". All three pages will show the GameplayTags
that you currently have. Type AbilitySystem.Debug.NextCategory
into the console to cycle between the pages.
The first page shows the CurrentValue
of all of your Attributes
:
The second page shows all of the Duration
and Infinite
GameplayEffects
on you, their number of stacks, what GameplayTags
they give, and what Modifiers
they give.
The third page shows all of the GameplayAbilities
that have been granted to you, whether they are currently running, whether they are blocked from activating, and the status of currently running AbilityTasks
.
While you can cycle between targets with PageUp
and PageDown
, the pages will only show data for the ASC
on your locally controlled Character
. However, using AbilitySystem.Debug.NextTarget
and AbilitySystem.Debug.PrevTarget
will show data for other ASCs
, but it will not update the top half of the debug information nor will it update the green targeting rectangular prism so there is no way to know which ASC
is currently being targeted. This bug has been reported https://issues.unrealengine.com/issue/UE-90437.
Note: For showdebug abilitysystem
to work an actual HUD class must be selected in the GameMode. Otherwise the command is not found and "Unknown Command" is returned.
GAS adds functionality to the Gameplay Debugger. Access the Gameplay Debugger with the Apostrophe (') key. Enable the Abilities category by pressing 3 on your numpad. The category may be different depending on what plugins you have. If your keyboard doesn't have a numpad like a laptop, then you can change the keybindings in the project settings.
Use the Gameplay Debugger when you want to see the GameplayTags
, GameplayEffects
, and GameplayAbilities
on other Characters
. Unfortunately it does not show the CurrentValue
of the target's Attributes
. It will target whatever Character
is in the center of your screen. You can change targets by selecting them in the World Outliner in the Editor or by looking at a different Character
and press Apostrophe (') again. The currently inspected Character
has the largest red circle above it.
The GAS source code contains a lot of logging statements produced at varying verbosity levels. You will most likely see these as ABILITY_LOG()
statements. The default verbosity level is Display
. Anything higher will not be displayed in the console by default.
To change the verbosity level of a log category, type into your console:
log [category] [verbosity]
For example, to turn on ABILITY_LOG()
statements, you would type into your console:
log LogAbilitySystem VeryVerbose
To reset it back to default, type:
log LogAbilitySystem Display
To display all log categories, type:
log list
Notable GAS related logging categories:
Logging Category | Default Verbosity Level |
---|---|
LogAbilitySystem | Display |
LogAbilitySystemComponent | Log |
LogGameplayCueDetails | Log |
LogGameplayCueTranslator | Display |
LogGameplayEffectDetails | Log |
LogGameplayEffects | Display |
LogGameplayTags | Log |
LogGameplayTasks | Log |
VLogAbilitySystem | Display |
See the Wiki on Logging for more information.
GameplayAbilities
that activate, optionally send TargetData
to the server, and end all in one frame can be batched to condense two-three RPCs into one RPC. These types of abilities are commonly used for hitscan guns.
If you're sending many GameplayCues
at the same time, consider batching them into one RPC. The goal is to reduce the number of RPCs (GameplayCues
are unreliable NetMulticasts) and send as little data as possible.
By default, the ASC
is in Full Replication Mode
. This will replicate all GameplayEffects
to every client (which is fine for a single player game). In a multiplayer game, set the player owned ASCs
to Mixed Replication Mode
and AI controlled characters to Minimal Replication Mode
. This will replicate GEs
applied on a player character to only replicate to the owner of that character and GEs
applied on AI controlled characters will never replicate GEs
to clients. GameplayTags
will still replicate and GameplayCues
will still unreliable NetMulticast to all clients, regardless of the Replication Mode
. This will cut down on network data from GEs
being replicated when all clients don't need to see them.
In large games with many players like Fortnite Battle Royale (FNBR), there will be a lot of ASCs
living on always-relevant PlayerStates
replicating a lot of Attributes
. To optimize this bottleneck, Fortnite disables the ASC
and its AttributeSets
from replicating altogether on simulated player-controlled proxies in the PlayerState::ReplicateSubobjects()
. Autonomous proxies and AI controlled Pawns
still fully replicate according to their Replication Mode
. Instead of replicating Attributes
on the ASC
on the always-relevant PlayerStates
, FNBR uses a replicated proxy structure on the player's Pawn
. When Attributes
change on the server's ASC
, they are changed on the proxy struct too. The client receives the replicated Attributes
from the proxy struct and pushes the changes back into its local ASC
. This allows Attribute
replication to use the Pawn
's relevancy and NetUpdateFrequency
. This proxy struct also replicates a small white-listed set of GameplayTags
in a bitmask. This optimization reduces the amount of data over the network and allows us to take advantage of pawn relevancy. AI controlled Pawns
have their ASC
on the Pawn
which already uses its relevancy so this optimization is not needed for them.
I’m not sure if it is still necessary with other server side optimizations that have been done since then (Replication Graph, etc) and it is not the most maintainable pattern.
Dave Ratti from Epic's answer to community questions #3
Fortnite Battle Royale (FNBR) has a lot of damageable AActors
(trees, buildings, etc) in the world, each with an ASC
. This can add up in memory cost. FNBR optimizes this by lazily loading ASCs
only when they're needed (when they first take damage by a player). This reduces overall memory usage since some AActors
may never be damaged in a match.
GameplayEffectContainers combine GameplayEffectSpecs
, TargetData
, simple targeting, and related functionality into easy to use structures. These are great for transfering GameplayEffectSpecs
to projectiles spawned from an ability that will then apply them on collision at a later time.
To increase designer-friendly iteration times, especially when designing UMG Widgets for UI, create Blueprint AsyncTasks (in C++) to bind to the common change delegates on the ASC
directly from your UMG Blueprint graphs. The only caveat is that they must be manually destroyed (like when the widget is destroyed) otherwise they will live in memory forever. The Sample Project includes three Blueprint AsyncTasks.
Listen for Attribute
changes:
Listen for cooldown changes:
Listen for GE
stack changes:
9.1 LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!
You need to initialize the ASC
on the client.
You need to call UAbilitySystemGlobals::InitGlobalData()
.
Make sure that you're using the PlayMontageAndWait
Blueprint node instead of PlayMontage
in your GameplayAbilities. This AbilityTask replicates the montage through the ASC
automatically whereas the PlayMontage
node does not.
There is a bug in Unreal Engine that will set AttributeSet
pointers on your classes to nullptr for Blueprint Actor classes that are duplicated from existing Blueprint Actor classes. There are a few workarounds for this. I've had success not creating bespoke AttributeSet
pointers on my classes (no pointer in the .h, not calling CreateDefaultSubobject
in the constructor) and instead just directly adding AttributeSets
to the ASC
in PostInitializeComponents()
(not shown in the Sample Project). The replicated AttributeSets
will still live in the ASC's
SpawnedAttributes
array. It would look something like this:
void AGDPlayerState::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (AbilitySystemComponent)
{
AbilitySystemComponent->AddSet<UGDAttributeSetBase>();
// ... any other AttributeSets that you may have
}
}
In this scenario, you would read and set the values in the AttributeSet
using the functions on the ASC
instead of calling functions on the AttributeSet
made from the macros.
/** Returns current (final) value of an attribute */
float GetNumericAttribute(const FGameplayAttribute &Attribute) const;
/** Sets the base value of an attribute. Existing active modifiers are NOT cleared and will act upon the new base value. */
void SetNumericAttributeBase(const FGameplayAttribute &Attribute, float NewBaseValue);
So the GetHealth()
would look something like:
float AGDPlayerState::GetHealth() const
{
if (AbilitySystemComponent)
{
return AbilitySystemComponent->GetNumericAttribute(UGDAttributeSetBase::GetHealthAttribute());
}
return 0.0f;
}
Setting (initializing) the health Attribute
would look something like:
const float NewHealth = 100.0f;
if (AbilitySystemComponent)
{
AbilitySystemComponent->SetNumericAttributeBase(UGDAttributeSetBase::GetHealthAttribute(), NewHealth);
}
As a reminder, the ASC
only ever expects at most one AttributeSet
object per AttributeSet
class.
Name | Acronyms |
---|---|
AbilitySystemComponent | ASC |
AbilityTask | AT |
Action RPG Sample Project by Epic | ARPG, ARPG Sample |
CharacterMovementComponent | CMC |
GameplayAbility | GA |
GameplayAbilitySystem | GAS |
GameplayCue | GC |
GameplayEffect | GE |
GameplayEffectExecutionCalculation | ExecCalc, Execution |
GameplayTag | Tag, GT |
ModifierMagnitudeCalculation | ModMagCalc, MMC |
- Official Documentation
- Source Code!
- Especially
GameplayPrediction.h
- Especially
- Action RPG Sample Project by Epic
- Unreal Slackers Discord has a text channel dedicated to GAS
#gameplay-ability-system
- Check pinned messages
- GitHub repository of resources by Dan 'Pan'
- YouTube Videos by SabreDartStudios
Dave Ratti responses to the Unreal Slackers Discord Server community questions about GAS:
- How can we create scoped prediction windows on demand outside or irrespective of GameplayAbilities? For example, how can a fire and forget projectile locally predict a damage GameplayEffectwhen it hits an enemy?
The PredictionKey system is not really meant to do this. Fundamentally this systems works by a client initiating a predictive action, telling the server about it with a key, and then both client and server running the same thing and associating predictive side effects with the given prediction key. For example, “I am predictively activating an ability” or “I have produced target data and am going to predictively run the part of the ability graph after the WaitTargetData task”.
With this pattern, the PredictionKey “bounces” off the server and comes back to the client via UAbilitySystemComponent::ReplicatedPredictionKeyMap (replicated property). Once the key is replicated back from the server, the client is able to undo all of the locally predictive side effects (GameplayCues, GameplayEffects): the replicated versions will be there and if they aren’t then it was a misprediction. Knowing exactly when to undo the predictive side effects is crucial here: if you are too early you will see gaps, if you are too late you will have “double”. (Note this is referring to stateful prediction, like a looping GameplayCue of a duration based Gameplay Effect. “Burst” GameplayCues and instant Gameplay Effects are never “undone” or rolled back. They are just skipped on the client if there is a prediction key associated with them).
To further hit home the point: it’s crucial that predictive action is something the server does not do on their own, but only does so when the client tells them too. So having a generic “Create a key on demand and tell the server so I can run something” does not work unless that “something” is something the server will only do once told to by the client.
Backing up to the original question: something like a fire and forget projectile. Both Paragon and Fornite have projectile actor classes that use GameplayCues. However we do not use the Prediction Key system to do these. Instead we have a concept on Non-Replicated GameplayCues. GameplayCues that just fire off locally and are skipped by the server completely. Essentially all these are, are direct calls to UGameplayCueManager::HandleGameplayCue. They do not route through the UAbilitySystemComponent so no prediction key checks / early returns are made.
The downside with non replicated GameplayCues is that, well, they are not replicated. So its up to the projectile class/blueprint to make sure the code paths that call these functions are running on everyone. We have for cues startup (called in BeginPlay), explosion, hit wall/character, etc.
These type ofevents are already generated client side, so calling into a non replicated gameplay cue was no big deal. Complicated blueprints can be tricky, and are up to the author to make sure they understand what is running where.
- When using a WaitNetSyncAbilityTaskwith OnlyServerWaitto create a scoped prediction window in a locally predicted GameplayAbility, could players potentially cheat by delaying their packets to the Server to control GameplayAbilitytiming since the Server is waiting for their RPC withtheir prediction key? Was this ever an issue in Paragon or Fortnite, and if so, what did Epic do to remedy it?
Yes, this is a valid concern. Any ability blueprint running on the server that is waiting for a client “signal” is potentially vulnerable to lag switch type exploits.
Paragon had a custom targeting task similar to UAbilityTask_WaitTargetData. In this task we had timeouts, or a “max delay” that we would wait on the client for instantaneous targeting modes. If the targeting mode was waiting for user confirmation (button press) then it would be ignored since the user is allowed to take his time. But for abilities that instantly confirmed targeting we would only wait a certain amount of time before either A) generating the target data server side of B) canceling the ability.
We never had such mechanisms for WaitNetSync, which we used pretty sparingly.
I don’t believe Fortnite makes use of anything like this though. The weapon abilities in Fortnite are special cased batched to a single fortnite-specific RPC: one RPC to activate the ability, provide target data, and end the ability. So weapon abilities are intrinsically not vulnerable to this in Battle Royale.
My take is that this is something that could probably be solved system wide but I don’t see us making the change ourselves anytime soon. Spot fixing WaitNetSync to include a max delay for the case you mention is probably a reasonable task, but again - unlikely we will do this on our end in the immediate future.
- Which EGameplayEffectReplicationModedid Paragon and Fortnite use and what are Epic’s recommendations for when to use each?
Both games essentially use Mixed mode for their player controlled characters and Minimal for AI controlled (AI minions, jungle creeps, AIHusks, etc). This is what I would recommend most people using the system in a multiplayer game. The sooner into your project you set these, the better.
Fortnite goes a few steps further with its optimizations. It actually does not replicate the UAbilitySystemComponent at all for simulated proxies. The component and attribute subobjects are skipped inside ::ReplicateSubobjects() on the owning fortnite player state class. We do push the bare minimum replicated data from the ability system component to a structure on the pawn itself (basically, a subset of attribute values and a white list subset of tags that we replicate down in a bitmask). We call this a “proxy”. On the receiving side we take the proxy data, replicated on the pawn, and push it back into ability system component on the player state. So you do have an ASC for each player in FNBR, it just doesn’t directly replicate: instead it replicates data via a minimal proxy struct on the pawn and then routes back to the ASC on receiving side. This is advantage since its A) a more minimal set of data B) takes advantage of pawn relevancy.
I’m not sure if it is still necessary with other server side optimizations that have been done since then (Replication Graph, etc) and it is not the most maintainable pattern.
- Since we cannot predict the removal of GameplayEffectsas per GameplayPrediction.h, are there any strategies for mitigating the effects of latency on removing GameplayEffects? For example, when removing a movement speed slow, we currently have to wait for the Server to replicate the GameplayEffectremoval resulting in a snap of the player’s character position.
This is a tough one and I don’t have a good answer. We generally skirted around these problems with tolerances and smoothing. I totally agree that ability system and precise synchronization with the character movement system is not in a good place and something we do want to fix.
I had a shelf of allowing predictive removal of GEs but could never work out all edge cases before having to move on. This doesn’t solve everything though since character movement still has an internal saved move buffer that does not know anything about the ability system and possible movement speed modifiers, etc. It is still possible to get into correction feedback loops even outside of not being able to predict the removal of GEs.
If you think you have a case that is truly desperate, you are able to predictively add a GE that would inhibit your movement speed GEs. I’ve never done this myself but have theorized about it before. It may be able to help with a certain class of problem.
- We know that the AbilitySystemComponentlives on the PlayerStatein Paragon and Fortnite and on the Characterin the Action RPG Sample. What are Epic’s internal rules, guidelines, or recommendations for where the AbilitySystemComponentshould live --what should its Ownerbe?
In general I would say anything that does not need to respawn should have the Owner andAvatar actor be the same thing. Anything like AI enemies, buildings, world props, etc.
Anything that does respawn should have the Owner and Avatar be different so that the Ability System Component does not need to be saved off / recreated / restored after a respawn.. PlayerState is the logical choice it is replicated to all clients (where as PlayerController is not). The downside is PlayerStates are always relevant so you can run into problems in 100 player games. (See notes on what FN did in question #3).
- Is it viable to have several AbilitySystemComponentswhich have the same owner but different avatars (e.g. on pawn and weapon/items/projectiles with Ownerset to PlayerState)?
The first problem I see there would be implementing the IGameplayTagAssetInterface and IAbilitySystemInterface on the owning actor. The former may be possible: just aggregate the tags from all all ASCs (but watch out - HasAlMatchingGameplayTags may be met only via cross ASC aggregation. It wouldn't be enough to just forward that calls to each ASC and OR the results together). But the later is even trickier: which ASC is the authoritative one? If someone wants to apply a GE - which one should receive it? Maybe you can work these out but this side of the problem will be the hardest: owners will multiple ASCs beneath them.
Separate ASCs on the pawn and the weapon can make sense on its own though. E.g, distinguishing between tags the describe the weapon vs those that describe the owning pawn. Maybe it does make sense that tags granted to the weapon also “apply” to the owner and nothing else (E.g, attributes and GEs are independent but the owner will aggregate the owned tags like I describe above). This could work out, I am sure. But having multiple ASCs with the same owner may get dicey.
- Is there a way to stop the Server from overwriting the cooldown duration of locally predicted abilities on the Owning Client? In scenarios of high latency, this would let theOwning Client "try" to activate the ability again when its local cooldown expires but it is still on cooldown on the Server. By the time the Owning Client's activation request reaches the Server over the network, the Server may be off cooldown or the Server might be able to queue the activation request for the remaining milliseconds that it has left. Otherwise as is, clients with higher latency have a longer delay before when they can reactivate an ability versus those with less latency. This is most apparent with very low cooldown abilities like a basic attack that can be less than one second of cooldown. If there isn't a way to stop the Server from overwriting the cooldown duration of locally predicted abilities, what is Epic's strategy for mitigating theeffects of high latency on reactivating abilities? To word it another example-based way, how did Epic design Paragon's basic attacks and other abilities so that high latency players could attack or activate at the same speed as low latency players with local prediction?
The short answer there is not a way to prevent this and Paragon definitely had the problem. Higher latency connections would have a lower ROF with basic attacks.
I attempted to fix this by adding “GE reconciliation” where latency was taken into account when calculating GE duration. Essentially allowing the server to eat some of the total GE time so that the effective time of the GE client side would be 100% consistent with any amount of latency (though fluctuations could still cause issues). However I never got this working in a state that could ship and the project moved fast and we just never fully addressed it.
Fortnite does its own bookkeeping for weapon firing rates: it does not use GEs for cooldowns on weapons. I would recommend this if this is a critical problem for your game.
- What is Epic’s roadmap for the GameplayAbilitySystem plugin? Which features does Epic plan to add in 2019 and beyond?
We feel that overall the system is pretty stable at this point and we don’t have anyone working on major new features. Bug fixes and small improvements occasionally are made for Fortnite or from UDN/pull requests, but that is it right now.
Longer term, I think we will eventually do a “V2” or some big changes. We learned a lot from writing this system and feel we got a lot right and a lot wrong. I would love a chance to correct those mistakes and improve some of the fatal flaws that were pointed out above.
If a V2 was to ever come, providing an upgrade path would be of utmost importance. We would never make a V2 and leave Fortnite on V1 forever: there would be some path or procedures that would automatically migrate as much as possible, though there would still almost certainly be some manual remaking required.
The high priority fixes would be:
- Better interoperability with the character movement system. Unifying client prediction.
- GE removal prediction (question #4)
- GE latency reconciliation (question #8)
- Generalized network optimizations such as batching RPCs and proxy structures. Mostly the stuff that we’ve done for Fortnite but find ways to break it down into more generalized form, at least so that games can write their own game specific optimizations more easily.
The more general refactor type of changes I would consider making:
- I would like to look at fundamentally moving away from having GEs reference spreadsheet values directly, instead they would be able to emit parameters and those parameters could be filled by some higher level object that is bound to spreadsheet values. The problem with the current model is that GEs become unsharable due to their tight coupling with the curve table rows. I think a generalized system for parameterization could be written and be the underpinning of a V2 system.
- Reduce number of “policies” on UGameplayAbility. I would remove ReplicationPolicy InstancingPolicy. Replication is, imo, almost never actually needed and causes confusion. InstancingPolicy should be replaced instead by making FGameplayAbilitySpec a UObject that can be subclassed. This should have been the “non instantiated ability object” that has events and is blueprintable. The UGameplayAbility should be the “instanced per execution” object. It could be optional if you need to actually instantiate: instead “non instanced” abilities would be implemented via the new UGameplayAbilitySpec object.
- The system should provide more “middle level” constructs such as “filtered GE application container” (data drive what GEs to apply to which actors with higher level gameplay logic), “Overlapping volume support” (apply the “Filtered GE application container” based on collision primitive overlap events), etc.These are building blocks that every project ends up implementing in their own way. Getting them right is non trivial so I think we should do a better job providing some basic implementations.
- In general, reducing boilerplate needed to get your project up and running. Possibly a separate module “Ex library” or whatever that could provide things like passive abilities or basichitscan weapons out of the box. This module would be optional but would get you up and running quickly.
- I would like to move GameplayCues to a separate module that is not coupled with the ability system. I think there are a lot of improvements that could be made here.
This is only my personal opinion and not a commitment from anyone. I think the most realistic course of action will be as new engine tech initiatives come through, the ability system will need to be updated and that will be a time to do this sort of thing. These initiatives could be related to scripting, networking, or physics/character movement. This is all very far looking ahead though so I cannot give commitments or estimates on timelines.
Community member iniside's Q&A with Dave Ratti:
- Is the support for decoupled fixed ticking planned ? I'd like to have Game Thread be fixed (like 30/60fps) and let the rendering thread run wild. I ask if this is something we should expect in future or not, to make some assumptions about how gameplay should work. I ask mainly because there is now a fixed async tick for physics and this poses a question how the rest of the system might work in the future. I do not hide that having the ability to have fixed tick game thread without also fixing tick rate of the rest of the engine would be beyond awesome.
There are no plans to decouple rendering frame rate and game thread tick frame rate. I think the ship has sailed on this ever happening due to the complexity of these systems and the requirement to preserve backwards compatibility with previous engine versions.
Instead, the direction we've gone is to have an asynchronous "Physics Thread" which runs at a fixed tick rate, independent of the game thread. Things that need to run at a fixed rate can run here and the game thread / rendering can operate how they always have.
It's worth clarifying that Network Prediction supports what it calls Independent Ticking and Fixed Ticking modes. My long term plan is to keep Independent Ticking roughly how it is today in Network Prediction where it runs on the game thread at variable frame rate and there is no "group/world" prediction, it's just the classic "clients predict their own pawn and owned actors" model. And Fixed Ticking would be what uses the async physics stuff and allows you to predict non client controlled/owned actors like physics objects and other clients/pawns/vehicles/etc.
- Is there any plan on how the integration of Network Prediction will look with the Ability System ? Like for example, fixed frame ability activation (so the server gets frames in which abilities were activated and tasks executed instead of prediction keys) ?
Yes, the plan is to rewrite/remove the Ability System's prediction keys and replace them with Network Prediction constructs. The MockAbility examples in NetworkPredictionExtras show how this might work but they are more "hard coded" than what GAS will require.
The main idea would be that we remove the explicit client->server Prediction Key exchange in the ASC's RPCs. There would no longer be prediction windows or scoped prediction keys. Instead everything would be anchored around NetworkPrediction frames. The important thing is that client and server agree on when things happen. Examples would be:
- When abilities were activated/ended/cancelled
- When Gameplay Effects were applied/removed
- Attribute values (what an attributes value was at frame X)
I think this could be done generically at the ability system level. But actually making the user-defined logic inside a UGameplayAbility completely rollback-able would still take more work. We may end up having a subclass of UGameplayAbility that is fully rollbackable and has access to a more limited set of functionality or only Ability Tasks that are marked as rollback-friendly. Something like that. There are also many implications to animation events and root motion and how those are processed.
Wish I had a more clear answer but it's really important we get the foundation right before touching GAS again. Movement and physics have to be solid before the higher level systems can be changed.
- Is there a plan to move Network Prediction development toward the main branch ? Not gonna lie, I'd really like to check the latest code. Regardless of it's state.
We are working towards it. The system work is still all being done in NetworkPrediction (see NetworkPhysics.h) and the underlying async physics stuff should be all available (RewindData.h etc). But we also have use cases in Fortnite that we have been focused on that obviously can't be made public. We are working through bugs, performance optimizations, etc.
For more context: when working on the early versions of this system, we were very focused on the "front end" of things - how state and simulations were defined and written. We learned a lot there. But as the async physics stuff has come online, we've been much more focused on just getting something real to work in this system, at the expense of throwing out some of our early abstractions. The goal here is to circle back when the real thing is working and reunifying things. E.g, get back to the "front end" and make the final version of that on top of the core pieces of tech we are working on now.
- For some time on Main there was a plugin for sending Gameplay Messages (Looked like Event/Message Bus), but it was removed. Any plans to restore it ? With the Game Features/Modular Gameplay plugins, having a generic Event Bus Dispatcher would be extremely useful.
I think you are referring to the GameplayMessages plugin. This will probably come back at some point - the API isn't really finalized yet and the author didn't mean for it to be public yet. I agree it should be useful for modular gameplay design. But it's not really my area so I don't have much more information.
- I've been playing recently with async fixed physics and the results are promising, though if there is going to be NP update in the future I will probably just play around and wait, since to get it working I still need to get entire engine into fixed tick and on the other hand I try to keep physics at 33ms. Which does not make for a good experience if everything is at 30 fps (:.
I have noticed there was some work on Async CharacterMovementComponent, but not sure if this will be using Network Prediction, or it is a separate effort ?
Since I noticed it, I also went ahead and tried to implement my custom async movement at fixed tick rate, which worked okay, but on top of it I also needed to add a separate update for interpolation. The setup was to run simulation tick on separate worker threads at fixed 33ms update, do calculations, save result, and interpolate it at the game thread to match current frame rate. Not perfect, but it got the job done.
My question is, if this is something that might be easier to set up in the future, as there is just quite a bit of boilerplate code to write, (the interpolation part) and it's not particularly efficient to interpolate each moving object individually.
The async stuff is really interesting, because it would allow you to really run game simulation at fixed update rate (which would make fixed thread unneeded) and have more predictable results. Is this something that is intended going forward, or more of a benefit to select systems ? As far as I remember actor transforms are not updated async and blueprints are not entirely thread safe. In other words is it something that is planned to be supported at more of a framework level or something that each game has to solve on it's own ?
Async CharacterMovementComponent
This is basically an early prototype/experiment of porting CMC as it is to the physics thread. I don't view it as the future of CMC yet, but it could evolve into that. Right now there is no networking support so it's not something I would really follow. The people doing it are mostly concerned with measuring input latency that this system would add and how that could be mitigated.
I still need to get entire engine into fixed tick and on the other hand I try to keep physics at 33ms. Which does not make for a good experience if everything is at 30 fps (:.
The async stuff is really interesting, because it would allow you to really run game simulation at fixed update rate (which would make fixed thread unneeded)
Yes. The goal here is that with async physics enabled, you can run the engine at variable tick rate while the physics and "core" gameplay simulations can run at the fixed rate (such as character movement, vehicles, GAS, etc).
These are the cvars that need to be set to enable this now: (I think you've figured this out)
p.DefaultAsyncDt=0.03333
p.RewindCaptureNumFrames=64
Chaos does provide interpolation for the physics state (E.g, the transforms that get pushed back to the UPrimitiveComponent and are visible to the game code). There is a cvar now,
p.AsyncInterpolationMultiplier
, which controls that if you want to look at it. You should see smooth continuous motion of physics bodies without having to write any extra code.If you want to interpolate non physics state, it is still up to you to do that right now. The example would be like a cool-down that you want to update (tick) on the async physics thread but see smooth continuous interpolation on the game thread so that every render frame the cool down visualization is updated. We will get to this eventually but don't have examples yet.
there is just quite a bit of boilerplate code to write,
Yeah, so that has been a big general problem with the system up until now. We want to provide an interface that experienced programmers can use to maximize performance and safety (the ability to write gameplay code that "just works" predictively without tons of hazards and things you could-do-but-better-not). So something like CharacterMoverment might do a bunch of custom stuff to maximize its performance - e.g, writing templated code and doing batch updating, going wide, breaking the update loop into distinct phases etc. We want to provide a good "low level" interface into the async thread and rollback systems for this use case. And in this case too - it's still reasonable that the character movement system itself is extendable in its own way. For example providing a way to blueprint a custom movement mode and providing a blueprint API that is thread safe.
But we recognize this is not acceptable for simpler gameplay objects that don't really need their own "system". Something more inline with Unreal is what is needed. E.g, using the reflection system, having general blueprint support, etc. There are examples of blueprints being used on other threads (see BlueprintThreadSafe keyword and what the animation system has been working towards). So I think there will be some form of this one day. But again, we aren't there yet.
I realize you were just asking about interpolation but that is the general answer: right now we have you do everything manually like NetSerialize, ShouldReconcile, Interpolate, etc but eventually we'll have a way that is like "if you want to just use the reflection system, you don't have to manually write this stuff". We just don't want to force everyone to use the reflection system since that imposes other limitations that we think we don't want to take on the lowest levels of the system.
And then just to tie this back to what I said earlier - right now we are really focused on getting a few very specific examples working and performant and then we will turn attention back to the front end and making things friendly to use and iterate on, reducing boilerplate, etc for everybody else to use.
This is a list of notable changes (fixes, changes, and new features) to GAS compiled from the official Unreal Engine upgrade changelog and from undocumented changes that I've encountered. If you've found something that isn't listed here, please make an issue or pull request.
- Crash Fix: Fixed a root motion source issue where a networked client could crash when an Actor finishes executing an ability that uses a constant force root motion task with a strength-over-time modifier.
- Bug Fix: Fixed a regression in Editor loading time when using GameplayCues.
- Bug Fix: GameplayEffectsContainer's
SetActiveGameplayEffectLevel
method will no longer dirty FastArray if setting the same EffectLevel. - Bug Fix: Fixed an edge case in GameplayEffect mixed replication mode where Actors not explicitly owned by the net connection but who utilize that connection from
GetNetConnection
will not received mixed replication updates. - Bug Fix: Fixed an endless recursion occuring in GameplayAbility's class method
EndAbility
which was called by callingEndAbility
again fromK2_OnEndAbility
. - Bug Fix: GameplayTags Blueprint pins will no longer be silently cleared if they are loaded before tags are registered. They now work the same as GameplayTag variables, and the behavior for both can be changed with the ClearInvalidTags option in the Project Settings.
- Bug Fix: Improved thread safety of GameplayTag operations.
- New: Exposed SourceObject to GameplayAbility's
K2_CanActivateAbility
method. - New: Native GameplayTags. Introducing a new
FNativeGameplayTag
, these make it possible to do one off native tags that are correctly registered and unregistered when the module is loaded and unloaded. - New: Added new method
GrantAndActivateAbilityOnSelfWithParams
which allows Designers to pass in FGameplayEventData when granting and then activating an ability from Blueprint. - New: Improved ScalableFloats in the GameplayAbilities plugin to support dynamic lookup of curve tables from the new Data Registry System. Added a ScalableFloat header for easier reuse of the generic struct outside the abilities plugin.
- New: Added code support for using the GameplayTag UI in other Editor customizations via GameplayTagsEditorModule.
- New: Modified UGameplayAbility's PreActivate method to optionally take in trigger event data.
- New: Added more support to filter GameplayTags in the Editor using a project-specific filter.
OnFilterGameplayTag
supplies the referencing property and the tag source, so you can filter tags based on what asset is requesting the tag. - New: Added option to preserve the original captured SourceTags when GameplayEffectSpec's class method
SetContext
is called after initialization. - New: Improved UI for registering GameplayTags from specific plugins. The new tag UI now lets you select a plugin location on disk for newly added GameplayTag sources.
- New: A new track has been added to Sequencer to allow for triggering notify states on Actors built using the GameplayAbiltiySystem. Like notifies, the GameplayCueTrack can utilize range-based events or trigger-based events.
- Change: Changed the GameplayCueInterface to pass GameplayCueParameters struct by reference.
- Optimization: Made several performance improvements to loading and regenerating the GameplayTag table were implemented so that this option would be optimized.
- GAS plugin is no longer flagged as beta.
- Crash Fix: Fixed a crash when adding a gameplay tag without a valid tag source selection.
- Crash Fix: Added the path string arg to a message to fix a crash in UGameplayCueManager::VerifyNotifyAssetIsInValidPath.
- Crash Fix: Fixed an access violation crash in AbilitySystemComponent_Abilities when using a ptr without checking it.
- Bug Fix: Fixed a bug where stacking GEs that did not reset the duration on additional instances of the effect being applied.
- Bug Fix: Fixed an issue that caused CancelAllAbilities to only cancel non-instanced abilities.
- New: Added optional tag parameters to gameplay ability commit functions.
- New: Added StartTimeSeconds to PlayMontageAndWait ability task and improved comments.
- New: Added tag container "DynamicAbilityTags" to FGameplayAbilitySpec. These are optional ability tags that are replicated with the spec. They are also captured as source tags by applied gameplay effects.
- New: GameplayAbility IsLocallyControlled and HasAuthority functions are now callable from Blueprint.
- New: Visual logger will now only collect and store info about instant GEs if we're currently recording visual logging data.
- New: Added support for redirectors on gameplay attribute pins in blueprint nodes.
- New: Added new functionality for when root motion movement related ability tasks end they will return the movement component's movement mode to the movement mode it was in before the task started.
https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_26/
- Fixed! UE-92787 Crash saving blueprint with a Get Float Attribute node and the attribute pin is set inline
- Fixed! UE-92810 Crash spawning actor with instance editable gameplay tag property that was changed inline
- Fixed prediction of
RootMotionSource
AbilityTasks
GAMEPLAYATTRIBUTE_REPNOTIFY()
now additionally takes in the oldAttribute
value. We must supply that as the optional parameter to ourOnRep
functions. Previously, it was reading the attribute value to try to get the old value. However, if called from a replication function, the old value had already been discarded before reaching SetBaseAttributeValueFromReplication so we'd get the new value instead.- Added
NetSecurityPolicy
toUGameplayAbility
. - Crash Fix: Fixed a crash when adding a gameplay tag without a valid tag source selection.
- Crash Fix: Removed a few ways for attackers to crash a server through the ability system.
- Crash Fix: We now make sure we have a GameplayEffect definition before checking tag requirements.
- Bug Fix: Fixed an issue with gameplay tag categories not applying to function parameters in Blueprints if they were part of a function terminator node.
- Bug Fix: Fixed an issue with gameplay effects' tags not being replicated with multiple viewports.
- Bug Fix: Fixed a bug where a gameplay ability spec could be invalidated by the InternalTryActivateAbility function while looping through triggered abilities.
- Bug Fix: Changed how we handle updating gameplay tags inside of tag count containers. When deferring the update of parent tags while removing gameplay tags, we will now call the change-related delegates after the parent tags have updated. This ensures that the tag table is in a consistent state when the delegates broadcast.
- Bug Fix: We now make a copy of the spawned target actor array before iterating over it inside when confirming targets because some callbacks may modify the array.
- Bug Fix: Fixed a bug where stacking GameplayEffects that did not reset the duration on additional instances of the effect being applied and with set by caller durations would only have the duration correctly set for the first instance on the stack. All other GE specs in the stack would have a duration of 1 second. Added automation tests to detect this case.
- Bug Fix: Fixed a bug that could occur if handling gameplay event delegates modified the list of gameplay event delegates.
- Bug Fix: Fixed a bug causing GiveAbilityAndActivateOnce to behave inconsistently.
- Bug Fix: Reordered some operations inside FGameplayEffectSpec::Initialize to deal with a potential ordering dependency.
- New: UGameplayAbility now has an OnRemoveAbility function. It follows the same pattern as OnGiveAbility and is only called on the primary instance of the ability or the class default object.
- New: When displaying blocked ability tags, the debug text now includes the total number of blocked tags.
- New: Renamed UAbilitySystemComponent::InternalServerTryActiveAbility to UAbilitySystemComponent::InternalServerTryActivateAbility.Code that was calling InternalServerTryActiveAbility should now call InternalServerTryActivateAbility.
- New: Continue to use the filter text for displaying gameplay tags when a tag is added or deleted. The previous behavior cleared the filter.
- New: Don't reset the tag source when we add a new tag in the editor.
- New: Added the ability to query an ability system component for all active gameplay effects that have a specified set of tags. The new function is called GetActiveEffectsWithAllTags and can be accessed through code or blueprints.
- New: When root motion movement related ability tasks end they now return the movement component's movement mode to the movement mode it was in before the task started.
- New: Made SpawnedAttributes transient so it won't save data that can become stale and incorrect. Added null checks to prevent any currently saved stale data from propagating. This prevents problems related to bad data getting stored in SpawnedAttributes.
- API Change: AddDefaultSubobjectSet has been deprecated. AddAttributeSetSubobject should be used instead.
- New: Gameplay Abilities can now specify the Anim Instance on which to play a montage.
https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_25/
- Fixed blueprint node
Attribute
variables resetting toNone
on compile. - Need to call
UAbilitySystemGlobals::InitGlobalData()
to useTargetData
otherwise you will getScriptStructCache
errors and clients will be disconnected from the server. My advice is to always call this in every project now whereas before 4.24 it was optional. - Fixed crash when copying a
GameplayTag
setter to a blueprint that didn't have the variable previously defined. UGameplayAbility::MontageStop()
function now properly uses theOverrideBlendOutTime
parameter.- Fixed
GameplayTag
query variables on components not being modified when edited. - Added the ability for
GameplayEffectExecutionCalculations
to support scoped modifiers against "temporary variables" that aren't required to be backed by an attribute capture.- Implementation basically enables
GameplayTag
-identified aggregators to be created as a means for an execution to expose a temporary value to be manipulated with scoped modifiers; you can now build formulas that want manipulatable values that don't need to be captured from a source or target. - To use, an execution has to add a tag to the new member variable
ValidTransientAggregatorIdentifiers
; those tags will show up in the calculation modifier array of scoped mods at the bottom, marked as temporary variables—with updated details customizations accordingly to support feature
- Implementation basically enables
- Added restricted tag quality-of-life improvements. Removed the default option for restricted
GameplayTag
source. We no longer reset the source when adding restricted tags to make it easier to add several in a row. APawn::PossessedBy()
now sets the owner of thePawn
to the newController
. Useful because Mixed Replication Mode expects the owner of thePawn
to be theController
if theASC
lives on thePawn
.- Fixed bug with POD (Plain Old Data) in
FAttributeSetInitterDiscreteLevels
.
https://docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_24/