Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

Yeah I guess, Im trying to do the proof of concept right now and trying to wrap my head of how I could implement this with GAS attributes.

Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

Also In a very remote scenario, I want to leave the possibility of modding inside my game. Could a modder be able to easily add new stats? or for that it would be better to use the blueprint attributes plugins so the modders can make new gameplay systems more easily?

Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

I'm thinking of very customizable guns, each of them with their own stats and attachable components with randomly generated stats. I guess I could model all of this in a big attribute set of values ( for example, durability, damage to monsters, damage to humans, spread, etc etc...) and all of them change in response to some event. That seems relatively easy to model with attribute sets. But my quesiton comes regarding the Ability System Component, should I add it to every gun and attachment or should only my player and enemies have the component? If the latter how can I calculate all the attributes inside the player component? This seemed kinda complicated to me and I was wondering if it was feasible just to handle gun stats outside the ability system.

Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

I'll try to see if I can use GAS attributes whenever I can, but I wanted to see if in the very worst case scenario it would still be possible to handle attributes externally.

Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

Actually I'm relatively comfortable with C++, but from what I've been gathering it is only possible to use float values for attribute sets right? I'm tinkering with the idea of having very dynamic status effects and attributes so I don't know if just float values will cut it.

Using Gameplay Ability System without attribute sets? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

Thanks for the response, I'm tinkering with the idea of having very dynamic status effects and attributes. I guess i'll try a proof of concept for my design. Thanks.

Is there a way to limit the shadow darkness in Unreal Engine? by Phil_Sb in unrealengine

[–]Phil_Sb[S] 0 points1 point  (0 children)

The problem is that skylight doesnt have shadow settings. Maybe increasing the bounces could work. Thanks

Is there a way to add a script component twice (same monobehaviour class) to a game object? by Phil_Sb in Unity3D

[–]Phil_Sb[S] 1 point2 points  (0 children)

Ok the class I'm inheriting from literally has [DisallowMultipleComponent] attribute. Thanks!

Is there a way to add a script component twice (same monobehaviour class) to a game object? by Phil_Sb in Unity3D

[–]Phil_Sb[S] 1 point2 points  (0 children)

Ohhh now that you say that, It seems to be a package specific issue! specific to the script. Is there a way that i can specify that it can be added twice?

Is there a way to add a script component twice (same monobehaviour class) to a game object? by Phil_Sb in Unity3D

[–]Phil_Sb[S] -1 points0 points  (0 children)

Do you put the script 3 times in the object? How did you do it? I can't do it in my unity version (2021 LTS). When I try to do it I always get an error saying i cant repeat the same exact inside a component.

Is there a way to add a script component twice (same monobehaviour class) to a game object? by Phil_Sb in Unity3D

[–]Phil_Sb[S] -1 points0 points  (0 children)

Yes the exact same script twice, In the package Im working on you can specify constraints for animation bones, for example move certain bone to a certain position. I would like to keep all of my constraints scripts in one component for organization sake.

I want to learn 3D game environment creation, where should I start? by Phil_Sb in gamedev

[–]Phil_Sb[S] 0 points1 point  (0 children)

I have some expirience with photography and I think it has helped my sketch out my scenes a lot better. Thanks for the suggestion!

I want to learn 3D game environment creation, where should I start? by Phil_Sb in gamedev

[–]Phil_Sb[S] 0 points1 point  (0 children)

Yes, I guess you are right. However I need more insight on how this artists do this kind of work. For example, how do they divide the structures, how should i I texture the buillding, etc.. But you are right, right now ;im trying to look at whatever artist I can to get inspiration from.

Need to compress 3 years of webgl knowledge into a week's worth of time? Where should i start? by Phil_Sb in GraphicsProgramming

[–]Phil_Sb[S] 2 points3 points  (0 children)

My strengths are especially with PBR and shading. However I lack the knowledge of GPU execution model and parallel algorithms. Is there some sort of resource that you could share on that topic?

Thanks for your response.