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Initial Setup

Preface

The current documentation assumes that you already know about GAS, and subsequent updates to the documentation or videos will be more user-friendly for users with 0 experience with GAS.

Before using GGA, make sure you have a basic understanding of GAS. There are already many resources on the Internet that can help you understand and learn about GAS. I recommend the following:

  1. Gameplay Ability System Official Documentation
  2. GAS Documentation The most detailed GAS documentation in the world. You'll need to check along with this document to learn about GGA, and I'll be quoting from that document where needed to give you more insight into the principles behind GAS.

It's recommended that you have basic knowledge of the following topics:

  1. Gameplay Tags
  2. Gameplay Targeting System A new official data-driven way of targeting and it works better with GAS.

This plugin is not trying to hide the complexity of GAS or expecting users to avoid C++.

It aims to be a starting point for users to discover the benefits of GAS, and then when the time is right, they can go deeper to understand the principles behind GAS.

Don't forget to check out some of my understanding of GAS Concepts

Project Setup

Download from EpicLauncher or manually download and place under your Project/Plugins.

Blueprint Setup

Just enable this plugin in your project.

gga guide 1

Just enable this plugin in your project.

If you want to code generator to generate your own designed attribute set, then you also need to convert your project to C++ project.

C++ Setup

Make sure to reference the following modules in your main code module of your project and recompile.

gga guide 2

确保在你的项目主要模块中,引用所需的模块。

Project Setup

Add the following content into your Config/DefaultGame.ini

1[/Script/GameplayAbilities.AbilitySystemGlobals]
2AbilitySystemGlobalsClassName="/Script/GenericGameplayAbilities.GGA_AbilitySystemGlobals"
3;如果你使用Generic Combat Sysytem,则是:
4;AbilitySystemGlobalsClassName="/Script/GenericCombatSystem.GCS_AbilitySystemGlobals"
In UE5.5+, you can directly set the default settings of AbilitySystemGlobals Class in ProjectSetting.