Comments (1)
Hello,
Any attribute that is a resource (health is a resource) should have GameplayEffects that only change its base value and we use two attributes to represent its current state and its max state - Health and MaxHealth.
If you want health to recover over time, you would use an infinite duration, periodic GameplayEffect that would regenerate the health.
If you actually want "temporary health" on top of a player's normal health, then you should create two new attributes - TemporaryHealth and MaxTemporaryHealth, just like we would do for a shield. In that sense temporary health is really just a temporary shield.
The GitHub Issues are for problems (bugs) with the Sample Project or the documentation. Please ask questions about using GAS on the Unreal Slackers Discord https://unrealslackers.org/ or the official Unreal Engine forums https://forums.unrealengine.com/.
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Related Issues (20)
- [Question] How can I use GAS with Enhanced Inputs? HOT 4
- Build issue on Unreal Engine 5.1.1
- Possible unnecessary cast in PlayMontageAndWaitForEvent HOT 2
- StaticLoadClass DamageNumberClass doesn't work when packaged HOT 1
- PlayMontageAndWaitForEvent doesn't work on clients HOT 5
- Suggestion to add Gameplay Event/GameplayEvent section, more information about them and example uses
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- CDOing AttributeSet in constructor results in garbage collection
- Suggestion for section 4.11.2 (custom target actor confirmation type)
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- Output Modifiers in Gameplay Effect Execution Calculations Cannot Modify Source Attributes HOT 1
- AsyncTaskCooldownChanged node's call back too long HOT 1
- UAsyncTaskCooldownChanged HOT 1
- Load gameplay tags from .ini in a Plugin/Config folder HOT 6
- Gameplay Effect Components added in UE5.3
- Suggestion to add explanation on how to setup "InitAttributeSetDefaults()"
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- Modifier tag filter is not available.
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