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Ue5 gas learning notes 0.2 configuration plug-in
2022-07-28 18:37:00 【CloudHu1989】
List of articles
Preface
This section talks about how to configure in the project GAS plug-in unit .
One 、 The plug-in configuration
Used in projects GAS Basic steps :
- Enable... In the editor GameplayAbilitySystem plug-in unit .


- edit
YourProjectName.Build.cs, add to"GameplayAbilities","GameplayTags","GameplayTasks"To yourPrivateDependencyModuleNames.
openYourProjectName.Build.cs
using UnrealBuildTool;
public class GASDocumentation : ModuleRules
{
public YourProjectName(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
PrivateDependencyModuleNames.AddRange(new string[] {
"Slate",
"SlateCore",
"GameplayAbilities",
"GameplayTags",
"GameplayTasks"
});
}
}
- Find... Under the project folder
YourProjectName.uproject, Right click Generate Visual Studio project files Refresh / To regenerate the Visual Studio Project documents . - from 4.24 Start , You need to force a call to
UAbilitySystemGlobals::InitGlobalData()To use [TargetData], The sample project is inUEngineSubsystem::Initialize()The function is called . Refer to the [InitGlobalData()] For more information .
stay UE5 China reform in UGDAssetManager Medium UGDAssetManager::StartInitialLoading call , The detailed implementation is as follows :
UGDAssetManager.h:
#pragma once
#include "CoreMinimal.h"
#include "Engine/AssetManager.h"
#include "GDAssetManager.generated.h"
/** * Resource management */
UCLASS()
class GASDOCUMENTATION_API UGDAssetManager : public UAssetManager
{
GENERATED_BODY()
public:
// Singleton mode declaration
static UGDAssetManager& Get();
/** Starts initial load, gets called from InitializeObjectReferences */
virtual void StartInitialLoading() override;
};
UGDAssetManager.cpp:
#include "GDAssetManager.h"
#include "AbilitySystemGlobals.h"
// Singleton mode definition
UGDAssetManager& UGDAssetManager::Get()
{
UGDAssetManager* Singleton = Cast<UGDAssetManager>(GEngine->AssetManager);
if (Singleton)
{
return *Singleton;
}
else
{
UE_LOG(LogTemp, Fatal, TEXT("Invalid AssetManager in DefaultEngine.ini, must be GDAssetManager!"));
return *NewObject<UGDAssetManager>(); // never calls this
}
}
void UGDAssetManager::StartInitialLoading()
{
Super::StartInitialLoading();
UAbilitySystemGlobals::Get().InitGlobalData();
}
It's rewritten here UAssetManager Of StartInitialLoading, It will be initialized when the resource starts initial loading GAS The global data of , Detailed implementation reference Unreal Engine 5 Source code .
This is how you enable GAS All that needs to be done . So let's start here , Add one [ASC] and [AttributeSet] To your Character or PlayerState, And start [GameplayAbility] and [GameplayEffect]!
UE5 GAS A list of study notes
Pre skills :1. programing language C++;2.Unreal Engine 5;3.Github and VS development environment
0.0 Introduce
0.1 Case preview
0.2 Configuration plug-ins
1.0 Concept
1.1 Capability system components (AbilitySystemComponent)
1.2 Game tag (GameplayTag)
1.3 attribute (Attribute)
1.4 Property set (AttributeSet)
1.5 Game effect (GameplayEffect)
1.6 Skill (GameplayAbility)
1.7 Mission (AbilityTask)
1.8 Special effects (GameplayCue)
1.9 Skill system overall (AbilitySystemGlobals)
1.10 forecast (Prediction)
1.11 target location (Targeting)
2.0 Common skills and effects
2.1 vertigo
2.2 sprint
2.3 Aimed at
2.4 Life steals
2.5 Generate a random number on the client and server
2.6 crit
2.7 Hit
2.8 Generate target data when the game is paused
2.9 One click interactive system
3.0 debugging
3.1 Display debug information
3.2 Game debugger
3.3 journal
4.0 Optimize
4.1 Skill batch
4.2 Special effect batch processing
4.3 Skill system component network synchronization mode
4.4 Attribute agent network synchronization protocol
4.5 Lazy loading of skill system components
5.0 Suggest
5.1 Effect container
5.2 Skill system component proxy binding
6.0 difficult
6.1LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!
6.2 Script structure cache error
6.3 Animation montage is not synchronized to the client
6.4 The copied blueprint role sets the property set to null pointer
6.5 Unresolved external symbols :UEPushModelPrivate::MarkPropertyDirty(int,int)
8.0 Reference material
8.1 Official documents of unreal engine
8.2 Github Open source project
- 4.27
- 4.26
- 4.25.1
- 4.25
- 4.24
10. 0 case analysis
10.1 GASDocumentation Case study ( On )
10.1 GASDocumentation Case study ( in )
10.1 GASDocumentation Case study ( Next )
10.2 GASShooter Case analysis
10.3 LyraStarter Case analysis
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