Most design teams would discard this feature on the spot.
Instead, this allows the full expression of combat to be used on the revive mechanic as well.
Most design teams would discard this feature on the spot.
Instead, this allows the full expression of combat to be used on the revive mechanic as well.
Thanks for being so awesome!
Thanks for being so awesome!
Do you think it helps communicate things clearly?
More programmer art?
Less programmer art?
Do you think it helps communicate things clearly?
More programmer art?
Less programmer art?
One of its most powerful features often goes overlooked.
Do you want to know what it is?
One of its most powerful features often goes overlooked.
Do you want to know what it is?
The numbers are in a graph line, so they must be true.
I started using GAS so many years ago and now I can not go back.
The numbers are in a graph line, so they must be true.
I started using GAS so many years ago and now I can not go back.
It feels like trying to find a bug that somehow manages to eludes you all the time.
It feels like trying to find a bug that somehow manages to eludes you all the time.
I would say YES.
But you need to be careful.
Understand how UPROPERTY allows pointers to be seen by it, and understand that objects are only truly destroyed when a GC pass happens.
Until then, the objects are only marked as garbage.
I would say YES.
But you need to be careful.
Understand how UPROPERTY allows pointers to be seen by it, and understand that objects are only truly destroyed when a GC pass happens.
Until then, the objects are only marked as garbage.
I have not yet tried them, so if someone has played with them feel free to share what you found.
Is it like a "Substance Designer Lite" or something completely different?
I have not yet tried them, so if someone has played with them feel free to share what you found.
Is it like a "Substance Designer Lite" or something completely different?
Seems like Epic is simplifying Gameplay Ability types by removing NonInstanced Abilities.
In the past it may have been good to try to make your abilities always NonInstanced if you could, but that is no longer the case.
Seems like Epic is simplifying Gameplay Ability types by removing NonInstanced Abilities.
In the past it may have been good to try to make your abilities always NonInstanced if you could, but that is no longer the case.
Every time I tried to open the GAS debugger the command would never auto complete.
You could manually change that in the ini settings of each project, but it seems that it has finally been fixed in Unreal Engine 5.5
Every time I tried to open the GAS debugger the command would never auto complete.
You could manually change that in the ini settings of each project, but it seems that it has finally been fixed in Unreal Engine 5.5
It's cool to see that little by little Epic is doing the same.
In Unreal Engine 5.5 designers will now be able to check if abilities are active without the need of coders.
It's cool to see that little by little Epic is doing the same.
In Unreal Engine 5.5 designers will now be able to check if abilities are active without the need of coders.
Now with this new delegate in Unreal 5.5 you will be able to know when the Inhibition state of an effect changes.
Specially useful to showcase that in your UI for buffs.
Now with this new delegate in Unreal 5.5 you will be able to know when the Inhibition state of an effect changes.
Specially useful to showcase that in your UI for buffs.
If you have your own Gameplay Cues in your project you may want to take a look at this before upgrading to 5.5.
It's a simple rename, but make sure that your Gameplay Cues are still working properly after the upgrade.
If you have your own Gameplay Cues in your project you may want to take a look at this before upgrading to 5.5.
It's a simple rename, but make sure that your Gameplay Cues are still working properly after the upgrade.
Epic has added a extensible automatic nav-link generation feature.
By default you get already good results, but you may want to tweak it to fit your project needs.
Epic has added a extensible automatic nav-link generation feature.
By default you get already good results, but you may want to tweak it to fit your project needs.
If this can replace the old Camera Modifier stack system or at least make it more user friendly this is going to be a really big win.
If this can replace the old Camera Modifier stack system or at least make it more user friendly this is going to be a really big win.
It seems like Epic though the same for State Trees!
Now we have a generic Utility Selector and a Random State Selector.
It seems like Epic though the same for State Trees!
Now we have a generic Utility Selector and a Random State Selector.
They now have their own outliner window.
You may not need this for small trees, but if your trees get very big it might come in handy.
They now have their own outliner window.
You may not need this for small trees, but if your trees get very big it might come in handy.
This will allow you to query and return assets based on conditions previously setup, useful for animation, but can be used outside of that.
Like choosing a hit VFX particle based on the hit result.
This will allow you to query and return assets based on conditions previously setup, useful for animation, but can be used outside of that.
Like choosing a hit VFX particle based on the hit result.