@QuodSoler Love this idea! you could use Lyra project as guidance, and cover these areas
1. How to setup GAS (existing project, or starting with Lyra Project).
2. Learning & Applying GAS 101, which Lyra project has been perfect for. (Thanks to your recommendation! π)
@QuodSoler And... here's the *initial* solution in action! it works great with my Gameplay Effect & Cue that I drafted. Thanks sharing tips & suggestions on GAS, it's been 100% worth it to learnπ (3/3)
@QuodSoler I've been stuck on one implementation in UE5 Gameplay Ability System, and would be curious if you had any advice! In short, how to have a Gameplay Ability continuously loop Blueprint steps while a "Holding" Enhanced Input is active. I'll explain in this thread...
@QuodSoler On GA ending or canceled, I use "Clear & Invalidate Timer By Handle" to clear out that Event timer, and stop my rapid logic of adding Impulse & Torque. (2/3)
@QuodSoler Issue: While "Holding" the enhanced Input, I want it to continuously apply the Impulse & Torque... Currently it only applies the logic once when I first trigger the ability. How can I have it loop while the Input is "Down"?
(2/2)
@QuodSoler Context: I have a Ball character that can roll around. I setup GA_Roll, which should "Add Impulse" and "Add Torque" in direction of input, while the input is active. (1/2)
This is Mix Universe - A Musical Sandbox Game
(Official Early Access Trailer 2024)
Thanks again folks for all of your support and good vibes. It truly means a lot!
#UnrealEngine#MusicGame#Gamedev
@QuodSoler Here's another topic idea ! " How to create your own AbilityTask", with maybe 2-3 examples ("Timeline" could be a great example, since I think it's a really useful function). I'll try giving it a swing on my own π
@QuodSoler And when I tried storing the "Async Action" & destroying it, that approach worked too. Thank you!! (I had spent a lot of time trouble-shooting this)π