Tag: Gameplay
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How to Save and Load GAS Attributes
In most cases, you don’t need to save all the attributes in your AttributeSet. This is because many of them are set by GameplayEffects during the BeginPlay of the game. For instance, attributes like maximum health or stamina are typically determined by the character’s level and are applied consistently, whether it’s a new game or…
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Configure UTickableWorldSubsystem
This subsystem lives along with the world and is initialized and destroyed at the same time. It’s a subclass of UWorldSubsystem, but with a Tick function. This class is particularly useful for creating a “Game Master” system to manage game events, like spawning enemy waves or handling level transitions. To use UTickableWorldSubsystem, you need to…
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Understanding the couple Pawn (or Character) and Controller
Using an AController in combination with a Pawn provides a more robust and flexible system for controlling game characters and NPCs, both from a player and AI perspective. In Unreal Engine, a Pawn represents a player or non-player character that can be controlled in the game world. The AController is responsible for managing the Pawn’s…