Comments (2)
I purposefully held back from including the UIData because I haven't had to use it yet. I feel like that's something that I would want to include a working example with. I suppose I could do a simple case where the stun effect from the meteor in the sample project displays a stun icon above the stunned characters' heads.
However, the minion characters are in minimal replication mode so they wouldn't receive the GE on clients anyways. A separate table mapping tags to UIData-like classes rather than using the GE UIData makes more sense to cover mixed and minimal replication mode.
It's something to think about for the future but I don't have time right now to work on this.
to avoid having to pass around a huge Gameplay Effect Object.
Just to clarify, we would only ever pass around a pointer to the GE class. So this shouldn't be a concern.
Thanks for the suggestion.
from gasdocumentation.
I can understand including a working example with the UIData since in the plug there is only single subclass which has a text Description property. I was looking at it for cases where the Gameplay Effect lives and does it business at. They do say that it does not exists for server only builds. Which would be good to understand how they exclude it from server only builds
from gasdocumentation.
Related Issues (20)
- 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
- Clamping value on PreAttributeChanged not working on client
- CDOing AttributeSet in constructor results in garbage collection
- Suggestion for section 4.11.2 (custom target actor confirmation type)
- How to load cues from a Plugin Content folder path? HOT 2
- 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()"
- OnAvatarSet called with player state HOT 1
- Modifier tag filter is not available.
- Question : ASC not available in the player BP
- UE5.3 - AttributeSet Generated Error
- Bug activation stun gameplay cue
- Question: Loose gameplay tag vs gameplay effect
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from gasdocumentation.