Episode 15 of my tutorial series on making a replicated combat system using C++, GAS and AWS.
Link to download the project files is available in the discord link below:
Patreon: / projectlogos
Discord: / discord
• Tutorial series on making a replicated com...
Inquiries: [email protected]
Timecodes:
0:00 Intro & Patreon announcement
0:50 What we’ll build today (attribute system overview)
0:57 Create the C++ AttributeSet class
1:55 Attach the AttributeSet to the Character
2:50 Add the AttributeSet to the Enemy blueprint
4:00 Add the AttributeSet to the Player State
5:42 Declare the first attribute (Health)
7:10 Replicate attributes & write OnRep functions
8:45 Use ATTRIBUTE_ACCESSORS macros (getters/setters)
10:50 Register attributes in GetLifetimeReplicatedProps
12:00 Add Max Health
13:40 Add Energy & Max Energy
16:20 Implement remaining OnRep logic
18:00 Compile & verify in game with `ShowDebug AbilitySystem`
19:35 Create the Default Attributes Gameplay Effect asset
22:15 Helper function: ApplyEffectToTarget()
24:40 InitializeDefaultAttributes() in Base Character
27:05 Apply default attributes to the Enemy
27:40 Apply default attributes to the Player Character
28:40 Build the Gameplay Effect (set health/energy values)
30:40 Assign Default Attributes in Blueprints
31:20 Play-test & wrap-up
#UE5 #UnrealEngine #GAS #GameplayAbilitySystem #GameDev #CPPTutorial #UE5Tutorial