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Unreal Engine 5 - Gameplay Ability System - Top Down Rpg - Printable Version +- Softwarez.Info - Software's World! (https://softwarez.info) +-- Forum: Library Zone (https://softwarez.info/Forum-Library-Zone) +--- Forum: Video Tutorials (https://softwarez.info/Forum-Video-Tutorials) +--- Thread: Unreal Engine 5 - Gameplay Ability System - Top Down Rpg (/Thread-Unreal-Engine-5-Gameplay-Ability-System-Top-Down-Rpg) |
Unreal Engine 5 - Gameplay Ability System - Top Down Rpg - AD-TEAM - 02-23-2025 ![]() Unreal Engine 5 - Gameplay Ability System - Top Down Rpg Published 9/2023 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 53.11 GB | Duration: 74h 36m Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)! [b]What you'll learn[/b] Unreal Engine's Gameplay Ability System Multiplayer Gameplay Mechanics Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more SOLID coding principles and AAA quality code architecture How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game All core features of the Gameplay Ability System Code debugging tools and practices [b]Requirements[/b] Knowledge of the C++ Programming Language Fundamentals of Unreal Engine C++ - have at least created one Unreal Engine C++ project [b]Description[/b] This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you've ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you've ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine's built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game's code base looks like. If you've ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.A modular dungeon pack that can be pieced together to make basic dungeonsA waypoint shrine and obelisksParticle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!Sound effects for enemies, footsteps, spells, and more!Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!Full animation sets for Aura and all enemiesMuch more!In this course, we will be covering the following topics:Setting up a Top-Down Project from scratchEnemy and item selection with outline effectsProper use of OOP and inheritance to create a character class hierarchyIntro to the Gameplay Ability System and the core classes that comprise itCustom Gameplay Ability System Components and Attribute Sets, and how to replicate AttributesAll important settings for all GAS classes and componentsHow to use Attributes for player stats, including Primary Attributes:Strength (increases physical damage)Intelligence (increases magical damage)Resilience (increases Armor and Armor Penetration)Vigor (increases Max Health)Secondary Attributes, based off of primary attributes and other custom variables:Armor (reduces damage taken, improves Block Chance)Armor Penetration (ignores percentage of enemy Armor, increases Critical Hit Chance)Block Chance (change to cut incoming damage in half)Critical Hit Chance (chance to double damage plus critical hit bonus)Critical Hit Damage (bonus damage added when a critical hit is scored)Critical Hit Resistance (reduces critical hit chance of attacking enemies)Health Regeneration (amount of Health restored every 1 second)Mana Regeneration (amount of Mana restored every 1 second)Max Health (maximum amount of Health obtainable)Max Mana (maximum amount of Mana obtainable)Vital Attributes - things like Health and Mana, which are dependent on all the other attributesGameplay Effects - classes in the GAS system used to apply changes to attributesGameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagineGame UI - how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine's new ViewModel feature)Full Attribute and Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and moreAttributes - how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damageGameplay Abilities - the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs. Different RPG Classes - we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your gameDamage and Combat - we implement a full RPG style combat system with different damage types, damage resistances, and debuffs corresponding to damage types, and encode these calculations into our damage pipeline. All attributes, damage types, resistances and debuffs are functional in this game. All combat mechanics are displayed in some form of visual feedback to the player. This includes floating text for damage, changing color based on custom criteria, floating text to inform of critical hits, blocked hits, and critical blocked hits. We also implement knockback and stun mechanics in response to lightning damage, incapacitating the character/enemy, as well as fire debuffs, where characters are set ablaze and take fire damage while burning.Enemy AI - We implement the enemy behavior using Unreal Engine Behavior Trees and the Environment Query system (EQS) to provide customized behavior for the Ranged, Warrior, and Elementalist enemy types. Enemies can cast spells and summon AI minionsFading geometry when it gets in the way of the camera for a top-down gameAbility Cost and Cooldown (spells spend Attribute resources - in this game, spells cost Mana)Fully functional HUD with Equipped Spells, displaying spell cooldown timers, and experience (XP)The ability to assign Abilities to different inputs in the spell menu (assign FireBolt to the 1 key and Electrocute to the Left Mouse Button, swap them back, etc.)Experience and Level-Up System - We craft an experience system, awarding XP for eliminating enemies, and leveling up when reaching XP thresholds for various abilities. XP and Level are displayed in the HUD, and Level Up messages and effects are as well. Leveling up is associated with gaining Attribute Points and Spell Points, which can be used to upgrade Attributes and Spell abilities in the Attribute and Spell Menus respectively, as well as topping off Health and Mana upon Leveling Up. (Basically, you will see enough examples of how to use this system that you'll be able to expand it with any functionality you want for your own games)Passive Spells - Spells that you can equip which remain active while they are equipped.A variety of Offensive Spells, showcasing different examples and features of GAS, including FireBolt, Electrocute, Arcane Shards, and FireBlast.Saving Progress and Level TransitionsIntermediate/Advanced Unreal Engine topics, including custom Async Tasks, Ability Tasks, Blueprint Function Libraries, Asset Managers, Singletons (and why these are only good for a VERY select few cases), custom Gameplay Effect Contexts, Net Serialization, Struct Ops Type Traits, C++ Lambdas, game mechanics algorithms, and oh, so much more.How to choose which functionality should go into C++ versus Blueprint - This is one of the most valuable lessons, and is taught all throughout the course. Students often ask me "which functionality should go in C++ versus in Blueprint?" This course is my answer. This is a serious-scale project foundation with over 100 hours of video, and no filler. The project is architected with approximately 50% Blueprints and 50% C++. I show you which functionality should be on the C++ side, which functionality is more appropriate for Blueprints, and why. SOLID Coding Principles and code architecture - We keep our code base clean in this project. Another question I often get is "Is this BEST CODING PRACTICE???" This course is my answer to this question. This is an example of code you would see in a AAA game, shipped to millions of players. Maintaining clean and modular code is essential to a serious game project that needs to be scalable, expandable, modular, maintainable, testable, performant, and efficient. This course will show you how.This is not a beginner course. I expect you to already understand the C++ programming language and have at least created one Unreal Engine C++ project. I recommend that you take the following courses before this one, if you haven't already:Learn C++ for Game Development, by Stephen UlibarriUnreal Engine 5 C++ The Ultimate Game Developer Course, by Stephen UlibarriOR already have equivalent knowledge, whether you obtained it through self-study or other resources/tutorials. If you already have game development experience and feel like you can handle it, feel free to jump in! If the C++ code seems too over your head, take a look at the above two courses, as they teach you everything you need to know to have a smooth and fun experience in this course. Everything that isn't covered in these two courses will be explained in depth, and I'm assuming you know nothing about GAS or the advanced topics we cover in this course.This course is my best course yet, and I'm very proud to bring you the Unreal Engine 5 - Gameplay Ability System - Top Down RPG course, the result of nearly a year of painstaking development, research, consultation with professionals, and asset creation. After taking this course, you will understand Unreal Engine far better than the average developer, and you'll be empowered to create your own well-architected projects, large and small, and you'll bring value to your team, your company, your solo venture, and anyone/anything else you grace with your skillset.Join the course, join the awesome Druid Mechanics Discord Community, and invest in the biggest leap of your game development career.Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community Overview Section 1: Introduction Lecture 1 Introduction Section 2: Project Creation Lecture 2 Project Creation Lecture 3 Setting up Version Control Lecture 4 The Base Character Class Lecture 5 Player and Enemy Characters Lecture 6 Character Blueprint Setup Lecture 7 Animation Blueprints Lecture 8 Enhanced Input Lecture 9 Aura Player Controller Lecture 10 Movement Input Lecture 11 Game Mode Lecture 12 Enemy Interface Lecture 13 Highlight Enemies Lecture 14 Post Process Highlight Section 3: Intro to the Gameplay Ability System Lecture 15 The Gameplay Ability System Lecture 16 The Main Parts of GAS Lecture 17 The Player State Lecture 18 Ability System Component and Attribute Set Lecture 19 GAS in Multiplayer Lecture 20 Constructing the ASC and AS Lecture 21 Replication Mode Lecture 22 Init Ability Actor Info Section 4: Attributes Lecture 23 Attributes Lecture 24 Health and Mana Lecture 25 Attribute Accessors Lecture 26 Effect Actor Section 5: RPG Game UI Lecture 27 Game UI Architecture Lecture 28 Aura User Widget and Widget Controller Lecture 29 Globe Progress Bar Lecture 30 Health Globe Lecture 31 Aura HUD Lecture 32 Overlay Widget Controller Lecture 33 Broadcasting Initial Values Lecture 34 Listening for Attribute Changes Lecture 35 Callbacks for Mana Changes Section 6: Gameplay Effects Lecture 36 Gameplay Effects Lecture 37 Effect Actor Improved Lecture 38 Instant Gameplay Effects Lecture 39 Duration Gameplay Effects Lecture 40 Periodic Gameplay Effects Lecture 41 Effect Stacking Lecture 42 Infinite Gameplay Effects Lecture 43 Instant and Duration Application Policy Lecture 44 Infinite Effect Application and Removal Lecture 45 PreAttributeChange Lecture 46 PostGameplayEffectExecute Lecture 47 Curve Tables for Scalable Floats Section 7: Gameplay Tags Lecture 48 Gameplay Tags Lecture 49 Creating Gameplay Tags in the Editor Lecture 50 Creating Gameplay Tags from Data Tables Lecture 51 Apply Gameplay Tags with Effects Lecture 52 Gameplay Effect Delegates Lecture 53 Get All Asset Tags Lecture 54 Broadcasting Effect Asset Tags Lecture 55 UI Widget Data Table Lecture 56 Retrieving Rows from Data Tables Lecture 57 Broadcasting Data Table Rows Lecture 58 Message Widget Lecture 59 Animating the Message Widget Lecture 60 Replacing Callbacks with Lambdas Lecture 61 Ghost Globe Lecture 62 Properly Clamping Attributes Section 8: RPG Attributes Lecture 63 Initialize Attributes from a Data Table Lecture 64 Initialize Attributes with Gameplay Effects Lecture 65 Attribute Based Modifiers Lecture 66 Modifier Order of Operations Lecture 67 Modifier Coefficients Lecture 68 Secondary Attributes Lecture 69 Derived Attributes Lecture 70 Custom Calculations Lecture 71 Player Level and Combat Interface Lecture 72 Modifier Magnitude Calculations Lecture 73 Initializing Vital Attributes Section 9: Attribute Menu Lecture 74 Attribute Menu - Game Plan Lecture 75 Attribute Menu - Framed Value Lecture 76 Attribute Menu - Text Value Row Lecture 77 Attribute Menu - Text Value Button Row Lecture 78 Attribute Menu - Construction Lecture 79 Button Widget Lecture 80 Wide Button Widget Lecture 81 Opening the Attribute Menu Lecture 82 Closing the Attribute Menu Lecture 83 Plan for Displaying Attribute Data Lecture 84 Gameplay Tags Singleton Lecture 85 Aura Asset Manager Lecture 86 Native Gameplay Tags Lecture 87 Attribute Info Data Asset Lecture 88 Attribute Menu Widget Controller Lecture 89 Aura Ability System Blueprint Library Lecture 90 Constructing the Attribute Menu Widget Controller Lecture 91 Attribute Info Delegate Lecture 92 Widget Attribute Tags Lecture 93 Mapping Tags to Attributes Lecture 94 Responding to Attribute Changes Section 10: Gameplay Abilities Lecture 95 Gameplay Abilities Lecture 96 Granting Abilities Lecture 97 Settings on Gameplay Abilities Lecture 98 Input Config Data Asset Lecture 99 Aura Input Component Lecture 100 Callbacks for Ability Input Lecture 101 Activating Abilities Lecture 102 Click To Move Lecture 103 Setting Up Click to Move Lecture 104 Setting Up Auto Running Lecture 105 Implementing Auto Running Lecture 106 Code Clean Up Lecture 107 Aura Projectile Lecture 108 Aura Projectile Spell Lecture 109 Spawning Projectiles Section 11: Ability Tasks Lecture 110 Ability Tasks Lecture 111 Sending Gameplay Events Lecture 112 Spawn FireBolt from Event Lecture 113 Custom Ability Tasks Lecture 114 Target Data Lecture 115 Send Mouse Cursor Data Lecture 116 Receiving Target Data Lecture 117 Prediction in GAS Lecture 118 Orienting the Projectile Lecture 119 Motion Warping Lecture 120 Projectile Impact Lecture 121 Projectile Collision Channel Lecture 122 Projectile Gameplay Effect Lecture 123 Enemy Health Bar Lecture 124 Ghost Bar Section 12: RPG Character Classes Lecture 125 RPG Character Classes Lecture 126 Character Class Info Lecture 127 Default Attribute Effects Lecture 128 Curve Tables - CSV and JSON Lecture 129 Initializing Enemy Attributes Section 13: Damage Lecture 130 Meta Attributes Lecture 131 Damage Meta Attribute Lecture 132 Set By Caller Magnitude Lecture 133 Ability Damage Lecture 134 Enemy Hit React Lecture 135 Activating the Enemy Hit React Ability Lecture 136 Enemy Death Lecture 137 Dissolve Effect Lecture 138 Floating Text Widget Lecture 139 Showing Damage Text Lecture 140 Execution Calculations Lecture 141 Damage Execution Calculation Lecture 142 ExecCalcs - Capturing Attributes Lecture 143 Implementing Block Chance Lecture 144 Implementing Armor and Armor Penetration Lecture 145 Damage Calculation Coefficients Lecture 146 Implementing Critical Hits Section 14: Advanced Damage Techniques Lecture 147 The Gameplay Effect Context Lecture 148 Custom Gameplay Effect Context Lecture 149 NetSerialize Lecture 150 Implementing Net Serialize Lecture 151 Struct Ops Type Traits Lecture 152 Aura Ability System Globals Lecture 153 Using a Custom Effect Context Lecture 154 Floating Text Color Lecture 155 Hit Message Lecture 156 Damage Types Lecture 157 Mapping Damage Types to Resistances Lecture 158 Resistance Attributes Lecture 159 Resistance Damage Reduction Lecture 160 Multiplayer Test Section 15: Enemy AI Lecture 161 Enemy AI Setup Lecture 162 AI Controller Blackboard and Behavior Tree Lecture 163 Behavior Tree Service Lecture 164 Blackboard Keys Lecture 165 Finding the Nearest Player Lecture 166 AI and Effect Actors Lecture 167 Behavior Tree Decorators Lecture 168 Attack Behavior Tree Task Lecture 169 Find New Location Around Target Lecture 170 Environment Query System Lecture 171 Environment Queries Lecture 172 EQS Tests Lecture 173 Distance Test Lecture 174 Using EQS Queries in Behavior Trees Section 16: Enemy Melee Attacks Lecture 175 Melee Attack Ability Lecture 176 Attack Montage Lecture 177 Combat Target Lecture 178 Melee Attack Gameplay Event Lecture 179 Get Live Players Within Radius Lecture 180 Causing Melee Damage Lecture 181 Multiplayer Melee Test Lecture 182 Montage Gameplay Tags Lecture 183 Tagged Montage Lecture 184 Multiple Attack Sockets Lecture 185 Ghoul Enemy Lecture 186 Ghoul Attack Montages Lecture 187 Melee Polish Section 17: Enemy Ranged Attacks Lecture 188 Ranged Attack Lecture 189 Rock Projectile Lecture 190 Ranged Damage Curve Lecture 191 Granting Ranged Attacks Lecture 192 Slingshot Attack Montage Lecture 193 Playing the Ranged Attack Montage Lecture 194 Spawning the Rock Projectile Lecture 195 Slingshot Animation Blueprint Lecture 196 Slingshot Attack Montage Section 18: Enemy Spell Attacks Lecture 197 Goblin Shaman Lecture 198 Shaman Attack Montage Lecture 199 Shaman Attack Ability Lecture 200 Dead Blackboard Key Lecture 201 Enemies Multiplayer Testing Section 19: Enemy Finishing Touches Lecture 202 Goblin Spear - Sound Notifies Lecture 203 Impact Effects Lecture 204 Melee Impact Gameplay Cue Lecture 205 Montage and Socket Tags Lecture 206 Goblin Spear - Hurt and Death Sounds Lecture 207 Goblin Slingshot - Sound Notifies Lecture 208 Rock Impact Effects Lecture 209 Goblin Shaman - Sound Notifies Lecture 210 Ghoul - Sound Notifies Lecture 211 Ghoul - Swipe Trail Lecture 212 Demon Blueprint Lecture 213 Demon Melee Attack Lecture 214 Demon Ranged Attack Lecture 215 Demon - Sound Notifies Lecture 216 Demon - Dissolve Effect Lecture 217 Shaman Summon Locations Lecture 218 Async Spawn Times Lecture 219 Summoning Particle Effect Lecture 220 Select Minion Class at Random Lecture 221 Minion Summon Montage Lecture 222 Minion Count Lecture 223 Elementalist Behavior Tree Lecture 224 Elementalist Attack Task Lecture 225 Decrementing Minion Count Lecture 226 Adding Juice with Tweening Lecture 227 Enemies Final Polish Section 20: Level Tweaks Lecture 228 Level Lighting and Post Process Lecture 229 Texture Streaming Pool Over Budget Lecture 230 Flame Pillar Actor Lecture 231 Fade Actor Lecture 232 Fading Out Obstructing Geometry Section 21: Cost and Cooldown Lecture 233 Health Mana Spells Widget Lecture 234 Spell Globe Lecture 235 Adding Spell Globes Lecture 236 XP Bar Lecture 237 Ability Info Data Asset Lecture 238 Initialize Overlay Startup Abilities Lecture 239 For Each Ability Delegate Lecture 240 Binding Widget Events to the Ability Info Delegate Lecture 241 Gameplay Ability Cost Lecture 242 Gameplay Ability Cooldown Lecture 243 Cooldown Async Task Lecture 244 Cooldown Tags in Ability Info Lecture 245 Showing Cooldown Time in the HUD Lecture 246 Modeling Mode Section 22: Experience and Leveling Up Lecture 247 Experience and Leveling Up Lecture 248 Level Up Info Data Asset Lecture 249 Adding XP to the Player State Lecture 250 Listening for XP Changes Lecture 251 Awarding XP Game Plan Lecture 252 XP Reward for Enemies Lecture 253 Incoming XP Meta Attribute Lecture 254 Passively Listening for Events Lecture 255 Sending XP Events Lecture 256 Showing XP in the HUD Lecture 257 Level Up Interface Function Lecture 258 Leveling Up Lecture 259 Showing Level in the HUD Lecture 260 Level Up Niagara System Lecture 261 Level Up HUD Message Section 23: Attribute Points Lecture 262 Attribute Points Member Variable Lecture 263 Showing Attribute Points in the HUD Lecture 264 Attribute Upgrade Buttons Lecture 265 Upgrading Attributes Lecture 266 Top Off Our Fluids Lecture 267 Attribute Menu Polish Section 24: Spell Menu Lecture 268 Spell Menu Design Lecture 269 Spell Globe Button Lecture 270 Offensive Spell Tree Lecture 271 Passive Spell Tree Lecture 272 Equipped Spell Row Lecture 273 Spell Menu Widget Lecture 274 Spell Description Box Lecture 275 Spell Menu Button Lecture 276 Spell Menu Widget Controller Lecture 277 Constructing the Spell Menu Widget Controller Lecture 278 Equipped Row Button Lecture 279 Ability Status and Type Lecture 280 Showing Abilities in the Spell Tree Lecture 281 Ability Level Requirement Lecture 282 Update Ability Statuses Lecture 283 Updating Status in the Spell Menu Lecture 284 Show Spell Points Lecture 285 Selecting Icons Lecture 286 Deselecting Icons Lecture 287 Spell Menu Buttons Lecture 288 Selected Ability Lecture 289 Spending Spell Points Lecture 290 Rich Text Blocks Lecture 291 Spell Descriptions Lecture 292 FireBolt Description Lecture 293 Cost and Cooldown in Spell Description Lecture 294 Self Deselect Lecture 295 Equipped Spell Row Animations Lecture 296 Ability Types Lecture 297 Equipping Abilities Lecture 298 Updating the Overlay When Equipping Abilities Lecture 299 Globe Reassigned Lecture 300 Unbinding Delegates Section 25: Combat Tricks Lecture 301 Debuff Tags Lecture 302 Debuff Parameters Lecture 303 Damage Effect Params Struct Lecture 304 Using Damage Effect Params Lecture 305 Determining Debuff Lecture 306 Debuff Info in the Effect Context Lecture 307 Debuff in the Attribute Set Lecture 308 Dynamic Gameplay Effects Lecture 309 Debuff Niagara Component Lecture 310 Death Impulse Magnitude Lecture 311 Death Impulse in the Effect Context Lecture 312 Handling Death Impulse Lecture 313 Knockback Section 26: What a Shock Lecture 314 FireBolt Projectile Spread Lecture 315 Spawning Multiple Projectiles Lecture 316 Homing Projectiles Lecture 317 Click Niagara System Lecture 318 Invoke Replicated Event Lecture 319 Aura Beam Spell Lecture 320 Electrocute Montage Lecture 321 Player Block Tags Lecture 322 GameplayCue Notify Paths Lecture 323 Gameplay Cue Notify Actor Lecture 324 Electrocute Looping Sound Lecture 325 Target Trace Channel Lecture 326 First Trace Target Lecture 327 Additional Targets Lecture 328 Shock Loop Cues on Additional Targets Lecture 329 Electrocute Cost Cooldown and Damage Lecture 330 Applying Electrocute Cost and Damage Lecture 331 Electrocute Polish Lecture 332 Explode Dem FireBoltz Lecture 333 Stun Lecture 334 Stun Niagara System Lecture 335 Shock Loop Animations Section 27: Passive Spells Lecture 336 Passive Spell Tags Lecture 337 Aura Passive Ability Lecture 338 Passive Ability Info Lecture 339 Passive Tags in Spell Tree Lecture 340 Multiple Level Up Rewards Lecture 341 Passive Ability Activation Lecture 342 Passive Niagara Component Section 28: Arcane Shards Lecture 343 Magic Circle Lecture 344 Spawning Magic Circles Lecture 345 Magic Circle Interface Functions Lecture 346 Arcane Shards Spell Lecture 347 Wait Input Press Lecture 348 Anti Aliasing and Moving Decals Lecture 349 Point Collection Lecture 350 Async Point Locations Lecture 351 Gameplay Cue Notify Burst Lecture 352 Arcane Shards Montage Lecture 353 Radial Damage Parameters Lecture 354 Setting Radial Damage Parameters Lecture 355 Radial Damage with Falloff Lecture 356 Tying Radial Damage All Together Lecture 357 Ignore Enemies while Magic Circle Active Lecture 358 Knockback Force and Death Impulse Overrides Lecture 359 Spell Descriptions Section 29: Fire Blast Lecture 360 FireBlast Ability Lecture 361 FireBlast Cost and Cooldown Lecture 362 Aura Fire Ball Lecture 363 Spawning FireBalls Lecture 364 FireBall Timelines Lecture 365 Causing FireBall Damage Lecture 366 FireBall Explosive Damage Lecture 367 Empty Cooldown Texture Lecture 368 Execute Local Gameplay Cues Section 30: Saving Progress Lecture 369 Saving Progress Lecture 370 Main Menu Lecture 371 Play and Quit Buttons Lecture 372 Vacant Load Slot Lecture 373 Enter Name Load Slot Lecture 374 Taken Load Slot Lecture 375 Load Menu Lecture 376 MVVM Lecture 377 View Model Class Lecture 378 Constructing a View Model Lecture 379 Load Slot View Model Lecture 380 Switching the Widget Switcher Lecture 381 Save Game Object Lecture 382 Binding Variables to ViewModels Lecture 383 Load Slot Status Lecture 384 Enabling the Select Slot Button Lecture 385 Enabling Play and Delete Buttons Lecture 386 Are You Sure Widget Lecture 387 Deleting a Slot Lecture 388 Map Name Field Notify Lecture 389 Saving the Map Name Lecture 390 Traveling to the Saved Map Section 31: Checkpoints Lecture 391 Choose Player Start Lecture 392 Default Player Start Lecture 393 Saving the Player Start Tag Lecture 394 Checkpoint Lecture 395 Save Progress Interface Function Lecture 396 Saving Player Data Lecture 397 Loading Player Data Lecture 398 Initializing Attributes from Disk Lecture 399 Showing Player Level in Load Screen Lecture 400 Saving Abilities Lecture 401 Loading Abilities Lecture 402 Data Structures for Saving Data Lecture 403 Saving World State Lecture 404 Loading World State Section 32: Map Entrance Lecture 405 Different Highlight Colors Lecture 406 Highlight Interface Lecture 407 Targeting Status Lecture 408 Highlighting Non-Enemies Lecture 409 Set Move-To Location Lecture 410 Beacons Lecture 411 Map Entrance Lecture 412 Dungeon Stair Entrance Lecture 413 Dungeon Entrance Blueprints Lecture 414 Polish Menu Lecture 415 Spawn Volumes Lecture 416 Player Death Lecture 417 Loot Tiers Lecture 418 Loot Effects Lecture 419 Loot Drop Curve Lecture 420 Pickup Sounds Lecture 421 Quit Button Section 33: Course Conclusion Lecture 422 Quest - Levels Lecture 423 Conclusion Those who wish to know how to architect a scalable and shippable game in Unreal Engine,Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base,Those who wish to know how to handle game UI for complex systems in an efficient manner,Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics,Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS),Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games,Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects,Hobbyists and Professional Game Developers alike will benefit from this course,AAA developers who need to learn the fundamentals of GAS for their team's game project,Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers,Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch,Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness! ![]() TurboBit RapidGator AlfaFile FileFactory |