这是一门关于虚幻引擎5游戏技能系统(GAS)的全面课程,旨在通过创建一个包含战斗和AI敌人的动作游戏,深入讲解GAS的所有核心组件。课程要求具备C++和蓝图的基础,内容涵盖从零开始搭建完整游戏项目,包括设置属性集、创建战斗与AI等游戏技能、运用游戏提示实现动画蒙太奇和粒子特效等视觉效果、管理游戏标签、应用游戏效果调整属性和标签,以及通过能力任务处理异步操作等。此外,课程还涉及UI中属性变化的响应(如进度条和伤害数值显示)、角色死亡与重生、敌人AI实现、技能冷却与消耗机制等。课程通过挑战和测验巩固学习效果,提供终身访问权限、持续更新以及专属社区和助教支持,适合希望深入掌握GAS并构建复杂多人游戏机制的开发者。

课程时长:16小时22分钟 1920X1080 mp4 语言:英语+中英文字幕


Unreal Engine 5 Gameplay Ability System (GAS) Crash Course。What you’ll learn
How to use the Gameplay Ability System to create exciting gameplay mechanics
Setting up Attribute Sets with Attributes
Creating Gameplay Abilities for combat, AI, and more
Using Gameplay Cues for cosmetic effects like Montages, Camera Shakes, and Particles
Creating and managing Gameplay Tags in GAS
Applying Gameplay Effects to modify Attributes and apply Gameplay Tags and more
Use of Ability Tasks to perform async actions in Abilities
Respond to Attribute changes in UI with progress bars and number widgets

This is a comprehensive course on Unreal Engine’s Gameplay Ability System!

In this course, we will cover all of the core components in GAS by creating an action-packed combat game with AI enemies.

This course uses both C++ and Blueprint. Experience in both are required.

We will create a blank project and import free Paragon assets from Epic Games. We will then create a fully-functional game project from scratch, including:

Enhanced Input setup on the Player Controller with separate Input Mapping Contexts for movement and Abilities

An Ability System Component with custom functionality

Abilities for different Attacks, Directional Hit Reacts, AI Searching and Chasing and Attacking, and more!

Creation of Gameplay Tags both in the editor and in C++ code

Gameplay Cues for effects such as playing Animation Montages, Spawning Particles, and Camera Shakes

Ability Tasks for performing actions in Abilities such as listening for Gameplay Events and playing Montages

Custom Latent Task nodes created in C++

Listening for changes to Gameplay Attributes and displaying stats in the UI with Progress Bars and Damage Number effects on the GPU with Niagara Systems

Pickups for Health and Mana

Gameplay Effects for modifying Attributes and Applying Gameplay Tags

Conversion of Gameplay Ability Blueprints to C++

Custom Anim Notifies and Notify States

Hit Detection, Overlap Tests, Collision Filtering for Optimization

Gameplay Ability Cost and Cooldown

Character Death and Respawning

Enemy AI

And much more!

This is a comprehensive deep dive into the Gameplay Ability System. All of our mechanics are implemented using GAS, and you will have an in-depth understanding of the Gameplay Ability System when you complete this course.

Concepts are solidified with Challenges and Quizzes to test your understanding. Solutions to all challenges are provided in the lecture videos.

You will have lifetime access to the course.

The course will continue to be updated as engine changes occur.

You will have access to the Druid Mechanics Discord Community, a community going on 40,000 members of all skill levels, from beginner to industry veteran, and we’re all in there (myself included) helping each other out.

Dedicated Teaching Assistants to help with questions.

I hope you enjoy the course! It was a TON of fun to make!

Who this course is for:
Those who want to learn how to use the Gameplay Ability System
Those who want a well-structured way to manage their code base
Those who want their gameplay mechanics to work in multiplayer
Those who want to create stunning games with abilities, attributes, and combat
Those who want to understand the Gameplay Ability System in depth

课程目录:

1 – 第一部分导论
2 – 课程结构
3 – 项目创建
4 – 角色类
5 – 角色蓝图
6 – 增强输入
7 – 玩家控制器
8 – 技能操作
9 – 第二部分导论
10 – GAS核心部件
11 – 技能系统组件
12 – 游戏技能
13 – 赋予技能
14 – 原生游戏标签
15 – 按标签激活技能
16 – 次级与三级技能
17 – 基础技能类
18 – 播放蒙太奇并等待
19 – 第三部分导论
20 – 游戏事件
21 – 敌人类
22 – 自定义技能系统组件
23 – 自动激活技能
24 – 受击反应技能
25 – 重叠检测
26 – 受击反应游戏事件
27 – 计算受击方向
28 – 受击反应蒙太奇
29 – 主要攻击粒子效果
30 – 第四部分导论
31 – 属性集
32 – 添加属性集
33 – 初始化属性游戏效果
34 – 属性控件组件
35 – 游戏效果执行后处理
36 – 属性控件
37 – 属性控件蓝图
38 – 伤害游戏效果
39 – 曲线表格
40 – 技能升级
41 – 第五部分导论
42 – 原生代码中的生命值变更
43 – 属性变更异步任务
44 – 监听属性变更技能
45 – 死亡技能
46 – 通过游戏效果应用标签
47 – 重置属性
48 – 角色重生
49 – 属性集中的事件发起者
50 – 处理重生
51 – 第六部分导论
52 – 搜索目标
53 – 移动至目标
54 – 移动并攻击
55 – 停止移动
56 – 远程攻击
57 – 将技能蓝图转换为代码(可选)
58 – 投射物类
59 – 通过调用者设置
60 – 近战攻击蒙太奇
61 – 近战攻击通知状态
62 – 将通知状态转换为代码(可选)
63 – 伤害事件静态函数
64 – 近战伤害效果
65 – 第七部分导论
66 – 玩家受击反应蒙太奇
67 – 游戏提示
68 – 游戏提示参数
69 – 玩家重生
70 – 阻止玩家输入
71 – 游戏提示通知爆发
72 – 摄像机震动
73 – 格挡受击反应
74 – 第八部分导论
75 – 次级技能
76 – 次级技能视觉效果
77 – 重叠测试
78 – 击退效果
79 – 浮空敌人
80 – 伤害敌人
81 – 技能消耗
82 – 技能冷却
83 – 搜索范围
84 – 伤害数值
85 – 定向投射物
86 – 添加炫酷功能
87 – 三级技能

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